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music composer, writer, game designer and freakshow forever



mink
@mink

something i tussled about endlessly in earlier dev stuff this year was how to visually represent sign language usage in my sprites or if i even could. the two main characters' family is [Culturally Deaf] and though Tippy is hearing and can operate in an oral and hearing world, Dewdrop ain't. For a character, The Main Guy no less, who exclusively communicates in his woodland critter sign language, I was like.

how'm I gonna handle that when it comes to sprites? it's complicated!!! and gave me a lot of ponders.


All my sprites are hand drawn. Not too tough when it comes to a hearing character who verbally speaks. In any game or visual novel, we really don't need mouth flaps for us to accept a character is speaking. Mouth movements are so secondary and small. But. Using ASL as a reference point, the language contains five parameters for a sign. Dr Bill Vicars classifies them as:

"

  1. Movement
  2. Handshape
  3. Location or position
  4. Palm Orientation
  5. Nonmanual markers (facial expressions and various body language--like head tilts and cheek to shoulder movements)."

There's a lot of visual elements going on and it's highly expressive and deeply nuanced and not in any form static A hearing person is largely relying only on their sense of hearing and isnt usually paying attention to a person's lips to define a word, but sign language is nothing but visual. Sprites are all visual.

So when Dewdrop is signing with his buddy Peaches... What am I drawing? What accompanies his speech bubble? What feels missing and what's required?

Well, first off, I am using a different hue and value and dialogue box shape for signing. That's an easy one and you can tell immediately which language anyone in the cast is using. But is there any merit in trying to visually represent that a character is signing too?

I struggled with this question. In an ideal world in another style of game with infinite budget, hey, of course, it'd be cool to have a 3D model with a huge team of fluent animators whose role is to literally and accurately animate ASL for every cutscene or whatever (not tjat my characters ar eusing ASL...). But I'm one (very beautiful) limited guy!

I considered "is there a visual equivalent animalese from ac i could do?" like having hand and arm layers that would pop on when signing where a few random ambiguous but static hand shapes/positioms kind of ghost into each other. Like for a shorthand visual. Think when Reigen Mob Psycho is doing that hand shit but less animated. Another idea was having like a light trail hover in front of the sprites of a hand shape with randomly selected specific points that could, maybe, ambiguously, sort of look like signing, or something.

But I didn't like those ideas. I REALLY didn't like that. A lot of people playing my game won't know much about sign languages and I felt like it would have this side effect of grossly simplifying signing into "that thing where people just throw up a bunch of random gestures" when, as we said earlier, it's a highly nuanced and particular and expressive language. It's not JUST hand gestures. It's how you move your hand, tilt your head, raise your eyebrows, all in conjunction. To try to just throw in one major element of it half assed felt weird to me. I'm not saying it's objectively offensive, but... I certainly wasn't satisfied.

No... Instead I moved my representational interest into the realm of nonmanual markers. The decision I've come to is more artistically economical and it hits an ideal spot for me.

When Dewdrop is signing in Scornhorn, he too will be using the same genre of fun, gestural, expressive sprites and poses that everyone else uses. He shrugs, he claws at his face, he puts his hands on his hips. Him trouncing around on stage kicking the floor angrily while he talks is the important visual. I'm no longer really concerned about what his hands are doing so much as what his face is doing.

Again, with ASL as my personal frame of reference for a signing language, though the characters aren't technically using it in universe or anything, I wanted his face to express itself when he's chatting the way you do when you sign. When he's talking about a huge problem, he opens his mouth and really intensifies his eyebrows in a way that a hearing person might think is over the top. His face scrunches in really dramatically when he's describing something he doesn't like. His eyebrows flatten at "who? why?" and raise up when he's asking "yes or no?"

THAT's what I have the budget for. That's what makes him look and feel "Deaf" to me... That's what feels familiar. Just a lot of highly specified expressions lol. Hearing people are so much more apathetic and stoic and less animated than any Deaf person, for real, seriously, ask any deafie how stiff they are. So I want him to feel Right. When a dialogue box is already telling you what he's saying and representing portions of the signing by itself, I want to fill out what I can: his emotions, his expressions, his positioning in relation to other characters and what he's getting visuals on... Hands certainly play a role but. Hey. I'm only one guy...


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in reply to @mink's post:

good writeup! it makes me think of when the anime for ranking of kings first came out i was very interested to see how boji would communicate throughout the show. at the start it appeared deliberate and expressive (for me, someone who can't sign anyway) but its a shame he basically got a magic translator right away that sidesteps his deafness.

YESSSSSSSSSS OMFGGGG YOU LIKE. Get it. That was actually a huge sadness for me because the signing was beautiful and they had a woman who knew JSL working on it and I was so fucking upset that they just ended up pulling a "its too hard to have a deaf character and communicate with other characters" bit. It was actually a huge inspiration for me being like no I'm going all the way as hell

I like your approach, especially your point about how stiff hearing people come off as. One extra thought I had is that it might be viable to use SignWriting to provide captions or even just an indication of β€œlinguisticness” to the sprites when they are signing.

Signwriting is so cool!!! I actually did consider if i should integrate it or not, or whether i should use it to develop documentation for the conlang of the sign language they use in my story, if i ever have the time... Plus on the more realistically economical front, I figured if the story can be told in english, it could be signed in ASL too, and the audience can just accept that it's a "translation" of the in universe languages. Sort of like book of the new sun's situation. Either way, after release at some point, I really would love to have an update where you can swap the signing to be either in english or signwriting of ASL

I'm not deaf or Deaf, but I think the usage of non-manual markers is the way to go for devs on a budget. I've taken ASL as a secondary language, and while I've forgotten a lot of it one of the things I really remember is how freeform it can be outside of the known signs and handshapes with specified meanings. Kind of like how animal crossing's animalese isn't quite english, just enough to sort of get the gist and feel like it, using exaggerated movements and facial expressions as a visual language feels like "getting the gist" of ASL to me.

As often is the case, designing with accessibility and representation in mind improves things for more than just the intended crowd. Having more expressive characters is something everyone can appreciate, whether they're deaf or hearing. I've played plenty of games where characters express little to no emotion. RPG fans know there are plenty of games out there where all you get is a little box with a stoic face the whole game.

While it would be cool to see a game with full accurate hand signing, I feel like art and budget wise it would be the kind of game that would dedicate itself towards that concept entirely unless it was working with a massive budget. We have to find creative ways to improve Deaf representation in gaming with reasonable budgetary accommodations.