I use the same basics that he talks about here in terms of motivation and plot, but then I use custom tools that I've created to fill out the rest of the depth of that character. My background in psychology has been helpful in that regard.
And their decisions or actions they take. I too love dialogue but not just any dialogue; each sentence can be stating contrasting meanings which is part of the pleasure.
Another great video, and another great subject... Thx!!! Other techniques... huh? Okay, I'll play along here... Being a "practicing" GM, I go through characters faster than just about anyone... SO not all of them get developed entirely equally. It is a game, and oftentimes the focal area moves around... a LOT. So repeatable characters don't always come so easy... AND one cheaper technique is to "re-skin" a character. It works easiest and best for the random "extra" or "window dressing and wallpaper" characters... the fill-ins for stuff the "main" characters (PC's or "Player Characters" in Game talk) interact with along the way. The idea here, is to give the illusion that there's a whole, living, breathing, really dynamic world around the "mains" or PC's... For repeating characters, the more they interact with PC's, the more they're forced to develop. It sounds weird, but sometimes you just don't really have anything in mind, until someone pointedly asks a question or something... interacting with the otherwise "bland window-dressing" figure, and suddenly I'm stuck answering that question, making a remark, or doing something... That decision starts building the personality and I have to take notes along the way to keep that character consistent. If the barmaid's going to get another round of drinks with a simple "no problem" once, she has to respond similarly everytime. On the other hand, if she calls a PC "hun'" that first time, I've just invented someone who either 1) calls everyone "hun'" or 2) has interest in THAT PC. SO...notes notes notes... Dutiful NPC's (Non Player Characters) actually NEED something developed to garner PC interest. This is for "quest givers" or "special advisers" or even potential allies, but the Players (audience?) will disregard someone who blends in as "window dressing" just as quickly as you describe them, UNLESS you say something or build onto something of worth to intrigue or draw attention... BUT that leads to development auto-magically. This gives us the Rogue in the back of the bar who leans a chair against the corner and nurses one drink ten times longer than he should. He's got an eyepatch, but it looks more fashionable than weird or macabre. OR The short rotund Gypsy woman with flailing dark hair barely held down by the paisley rag and sequins tied to her head as she scurries across the street waving a tattered bit of parchment from one withered hand. Villains and heroes, however, take something a little more calculated. They often start from uninspired concepts that were just interesting enough to be plopped into one scene or another, but in the back of my mind, I think about their interactions through various "re-skins" and iterations. Eventually a more developmental concept comes together and I start asking about certain traits to build a theme (adventure games usually revolve around theme) so with a "short list" of traits, I have to delve into some building of a back story for this character. HOW did this trait come about. WHY did he or she learn that... or get that power or ability...etc. Sometimes, it's just easier to "step into the character" and Role Play him or her a while, try the fit out and see what works and what doesn't. Through retellings and re-introductions you start to be able to "read" the faces around the table for cues about what they find interesting or what they like and hate about certain aspects or characters. If the crowd (Players) is receptive, build that direction with this thing, and if not... maybe change it or cut it out. OR maybe that's best for a more despicable son of a bitch instead of a minor Rube. AND of course... notes...notes...notes... Scratch down EVERYTHING you can along the way. If there's any way in hell to make sense of it later, it's going to be useful! :o)
There are only so many plots available in film making: Boy meets girl, good guy chases bad guy, save the cat. It's character that make or breaks film. We don't watch Citizen Kane to learn about the news business. We watch to see what Charles Foster Kane is going to do..
Exactly...I've always believed plot is over-rated unless you intend for it to drive the movie. Most movies are driven by character and their actions anyway.
Well yeah, but it could be our adventure instead of the character. Like a journey into his or their inner world. As good as it gets for example ... And you can even debate whether the beating of the neighbour was necessary to make the film work. Every time I watch that, it just feels enforced and alien you know, like some head told them to add some action to it or the movie was a no go.
Dan Lord characters need: 1.a desire/ end goal 2. Obstacles(plot) 3.Scars/ wounds that the character must overcome to bypass the obstacles and reach their goal. This requires transformation.
Hi Gary I'm Chrissy my next step is Filmmaking how do I developed Characters what are the steps & go on UA-cam type my name Chrissy Stewart orange circle with letter C click uploads & Watch I ❤ Chrissy I create a love story about me give me advice
When you come into a James Bond film -- he's not doing something irritating or out of place. There are no hard and fast rules. So tired of these simplifications.
Like he said this about Character driven things, not plot driven - Bond is often plot diver and, lately, have all been terrible. Casino Royale was the last decent, bond film. In fact it was one of the best.
The sweetest part about Sixteen Candles is when the popular guy gives his drunk and unconscious date away for someone to rape. Oh, wait, that's not sweet at all.
"Bourne Identity"?! Just FYI, if you don't understand why that is a shamefully-misogynistic screenplay... It is such a good example of misogyny in Hollywood -- it's almost as good an example as "Blade Runner." Weinstein is a symptom, not a disease.
This is such a random comment. He states the movie title, only mentions it as an example of a plot driven movie, and makes no mention of how he feels about the movie. This is the kind of overreactive comment that gives ammunition to misogynists.
A great look into the process of creating a character. Thank you, Gary & Film Courage
I use the same basics that he talks about here in terms of motivation and plot, but then I use custom tools that I've created to fill out the rest of the depth of that character. My background in psychology has been helpful in that regard.
Johnathan Clayborn Maybe that’s why you’re on youtube watching videos instead of taking meetings with the studios.
For me, dialogue in "normal" scenes is what helps the most to develop a character and get to know them better
And their decisions or actions they take. I too love dialogue but not just any dialogue; each sentence can be stating contrasting meanings which is part of the pleasure.
I just realized you have interviews with 2 different Gary Goldsteins on Film Courage. You should play the lotto.
Yesss. That was confusing me for a while.
yes and they are both terrible
@@danielbodey6775 *they're
@@tinypoolmodelshipyard do you know what "they" identify as?
@@danielbodey6775 Why do you say that?
Wow...it looks like i'am already on the right track.
Thanks for the insight and questions asked.
Another great video, and another great subject... Thx!!!
Other techniques... huh?
Okay, I'll play along here... Being a "practicing" GM, I go through characters faster than just about anyone... SO not all of them get developed entirely equally. It is a game, and oftentimes the focal area moves around... a LOT. So repeatable characters don't always come so easy... AND one cheaper technique is to "re-skin" a character. It works easiest and best for the random "extra" or "window dressing and wallpaper" characters... the fill-ins for stuff the "main" characters (PC's or "Player Characters" in Game talk) interact with along the way. The idea here, is to give the illusion that there's a whole, living, breathing, really dynamic world around the "mains" or PC's...
For repeating characters, the more they interact with PC's, the more they're forced to develop. It sounds weird, but sometimes you just don't really have anything in mind, until someone pointedly asks a question or something... interacting with the otherwise "bland window-dressing" figure, and suddenly I'm stuck answering that question, making a remark, or doing something... That decision starts building the personality and I have to take notes along the way to keep that character consistent. If the barmaid's going to get another round of drinks with a simple "no problem" once, she has to respond similarly everytime. On the other hand, if she calls a PC "hun'" that first time, I've just invented someone who either 1) calls everyone "hun'" or 2) has interest in THAT PC. SO...notes notes notes...
Dutiful NPC's (Non Player Characters) actually NEED something developed to garner PC interest. This is for "quest givers" or "special advisers" or even potential allies, but the Players (audience?) will disregard someone who blends in as "window dressing" just as quickly as you describe them, UNLESS you say something or build onto something of worth to intrigue or draw attention... BUT that leads to development auto-magically.
This gives us the Rogue in the back of the bar who leans a chair against the corner and nurses one drink ten times longer than he should. He's got an eyepatch, but it looks more fashionable than weird or macabre. OR The short rotund Gypsy woman with flailing dark hair barely held down by the paisley rag and sequins tied to her head as she scurries across the street waving a tattered bit of parchment from one withered hand.
Villains and heroes, however, take something a little more calculated. They often start from uninspired concepts that were just interesting enough to be plopped into one scene or another, but in the back of my mind, I think about their interactions through various "re-skins" and iterations. Eventually a more developmental concept comes together and I start asking about certain traits to build a theme (adventure games usually revolve around theme) so with a "short list" of traits, I have to delve into some building of a back story for this character. HOW did this trait come about. WHY did he or she learn that... or get that power or ability...etc.
Sometimes, it's just easier to "step into the character" and Role Play him or her a while, try the fit out and see what works and what doesn't. Through retellings and re-introductions you start to be able to "read" the faces around the table for cues about what they find interesting or what they like and hate about certain aspects or characters. If the crowd (Players) is receptive, build that direction with this thing, and if not... maybe change it or cut it out. OR maybe that's best for a more despicable son of a bitch instead of a minor Rube. AND of course... notes...notes...notes... Scratch down EVERYTHING you can along the way. If there's any way in hell to make sense of it later, it's going to be useful! :o)
🙏
gnarth d'arkanen Movies are not D&D. Stop spamming your idiocy under every video.
I love Tootsie
There are only so many plots available in film making: Boy meets girl, good guy chases bad guy, save the cat. It's character that make or breaks film. We don't watch Citizen Kane to learn about the news business. We watch to see what Charles Foster Kane is going to do..
Exactly...I've always believed plot is over-rated unless you intend for it to drive the movie. Most movies are driven by character and their actions anyway.
Love the B/W timecode intro, griping.
Great interview!
I like the use of the Black and white.
Very cool
Great video. Thanks.
Awesome interview!!!
Thanks Jon!
Bang on.
So the "tool" is just the obligatory "call to adventure". Like... That's all?
well if you think about it, character is action and action is generate by choice and and and and
He's not offering a tool, just a general observation. A tool would be something actionable and specific that you could implement.
Well yeah, but it could be our adventure instead of the character. Like a journey into his or their inner world. As good as it gets for example ... And you can even debate whether the beating of the neighbour was necessary to make the film work. Every time I watch that, it just feels enforced and alien you know, like some head told them to add some action to it or the movie was a no go.
Thank u
So whats the "great tool" here?
Dan Lord characters need:
1.a desire/ end goal
2. Obstacles(plot)
3.Scars/ wounds that the character must overcome to bypass the obstacles and reach their goal. This requires transformation.
good video, you know!
That's really helpful
Malcolm in the middle aged. Write that.
Sixteen Candles is awesome.
There are two Gary Goldsteins on this channel?
That is correct.
@@filmcourage Badass! [ *jams on ukulele* ]
Hi Gary I'm Chrissy my next step is Filmmaking how do I developed Characters what are the steps & go on UA-cam type my name Chrissy Stewart orange circle with letter C click uploads & Watch I ❤ Chrissy I create a love story about me give me advice
Journey journey Journey journey....
Can we stop it with that word already??
you hardly said anything
When you come into a James Bond film -- he's not doing something irritating or out of place. There are no hard and fast rules. So tired of these simplifications.
Like he said this about Character driven things, not plot driven - Bond is often plot diver and, lately, have all been terrible. Casino Royale was the last decent, bond film. In fact it was one of the best.
@@alexanderwolf5134 Completely agree! It was Bond's great character in Casino Royale that propelled the plot forward!
@@alexanderwolf5134 skyfall was better than casino royale imo
Like the man said, this is just his process, he’s not saying this is the only way. Pay attention.
Why do you guys love character driven story more? I like plot driven story better
The sweetest part about Sixteen Candles is when the popular guy gives his drunk and unconscious date away for someone to rape. Oh, wait, that's not sweet at all.
Get out of my head Gary!
"Bourne Identity"?! Just FYI, if you don't understand why that is a shamefully-misogynistic screenplay... It is such a good example of misogyny in Hollywood -- it's almost as good an example as "Blade Runner."
Weinstein is a symptom, not a disease.
This is such a random comment. He states the movie title, only mentions it as an example of a plot driven movie, and makes no mention of how he feels about the movie. This is the kind of overreactive comment that gives ammunition to misogynists.
A Ted Bundy look a like.
The best way blah blah blah