AstraVerse

Developing a framework for creating novel and culturally sensitive video game characters inspired by mythology, moving beyond direct appropriation.

Timeline: October 2022 - December 2022

Publication: ACM FDG 2023, ICEC 2023

Game designers participating in a design workshop using card-based system
Game designers engaging with the AstraVerse design system during a participatory workshop.

TL;DR: Why This Case Study Matters

How a UX framework enabled ethical, novel character design and addressed a critical industry challenge.

The Problem

  • Video games often directly 'transplant' mythological figures.
  • This limits creativity and leads to cultural backlash/misrepresentation.
  • Designers face "block" finding fresh, respectful inspiration.

My Approach

  • Generative: Visual & Digital Ethnography (Hindu temples, Reddit) + Grounded Theory to create a "Syntagm & Paradigm" system.
  • Evaluative: Participatory Design (designers), Quantitative Novelty Assessment (vector analysis), Cultural Sensitivity Interviews (experts).

The Solution

  • AstraVerse: A card-based design toolkit derived from cultural elements.
  • Enables creation of new characters *inspired by*, not *copied from*, mythology.
  • Provides structured yet flexible ideation for designers.

Key Results

  • Novelty: Characters created were statistically novel (p<0.05, Cohen's d=1.57) compared to transplanted gods.
  • Sensitivity: Cultural experts found generated characters acceptable, allowing creative liberty without offense.
  • Usability: Designers found the system intuitive and effective for generating creative concepts.

My Role

  • Project Lead
  • UX Researcher
  • System Designer
  • Data Analyst & Visualizer
  • UX Writer

Team

  • 1 Researcher (Myself)
  • 1 Artist
  • 2 Faculty Advisors
  • (Co-authors on paper: J. Pfau, J.B. Dodechani, M. Seif El-Nasr)

Tools & Methods

  • Stakeholder Interviews
  • Visual & Digital Ethnography
  • Grounded Theory
  • Participatory Design
  • Quantitative Analysis (Python)
  • Figma

The Challenge: Inspiring Characters Without Appropriation

Mythology and culture are rich sources of inspiration for video game characters. However, the common practice of directly copying religious or mythological figures—often termed "god transplantation"—presents significant **UX and ethical challenges**. This approach not only limits creative potential by capping the number of available characters but also frequently leads to backlash from cultural communities when sacred figures from active religions are misrepresented or trivialized in games.

This creates a dilemma for game designers: how can they draw inspiration from deep cultural narratives respectfully, while also creating characters that feel fresh, engaging, and appropriate for a global audience? Furthermore, "Designer's block" is a prevalent phenomenon due to the constant need for new game content.

Our goal was to move beyond simple appropriation and explore: How can cultural spaces and elements inform a *process* for designing characters that are both novel and culturally sensitive?


Our Approach: A UX Framework for Cultural Design

We adopted a design thinking framework, combining deep user research with systematic analysis and participatory methods. Our aim was to develop and validate a *system* that empowers designers to generate culturally inspired characters respectfully. This involved a two-step generative process to establish the design space and a three-step evaluative process to validate its efficacy.

Generative Process

  1. Visual Ethnographic Study: Visiting Hindu places of worship (temples in Sunnyvale, CA) to identify artifacts, mechanics, and characteristics for character creation.
  2. Grounded Theory: Systematically analyzing collected data (images, observations) using open, axial, and selective coding to identify syntagms (elements) and paradigms (categories), establishing the design space.

Evaluative Process

  1. Participatory Design Workshop: Validating character creation ability with game designers using the proposed design space.
  2. Novelty Evaluation: Quantitatively assessing the novelty of created characters against transplanted gods using vector embeddings and distance metrics.
  3. Cultural Sensitivity Validation: Qualitative interviews with cultural experts (priests, scholars) to assess the cultural appropriateness of generated characters.

The core research question guiding our process was: Can cultural spaces inform the design of Culturally Sensitive and Novel Characters in video games?


Phase 1 (Generative): Empathize & Define via Ethnography

To grasp the complexities and source authentic design elements, we began with understanding the cultural context and stakeholder perspectives.

Visual Ethnography in Cultural Spaces

Researchers visited four Hindu temples in Sunnyvale, California. Photography and videography were permitted, allowing for the collection of rich visual data. One author adopted a researcher-as-participant stance, engaging in activities and rituals to capture events. A total of 429 images were collected, categorized as:

Collage of photos taken during visual ethnography at temples
Collecting visual data from Hindu temples: idols, rituals, and cultural objects.

Initial Stakeholder Perspectives (Pre-System Design)

Early interactions with cultural stakeholders (Hindu temple priests) involved showing them examples of gods used in existing games. This helped us understand their concerns regarding cultural representation even before our design system was conceptualized. (This also informed the later sensitivity evaluation.)

Audio Clip: Priest discussing concerns about game narratives (Shared with Permission)
Quotes from temple priests expressing concerns about misrepresentation and narrative manipulation
Key concerns from cultural stakeholders included misrepresentation, trivialization, and manipulation of sacred narratives.

Digital Ethnography: Player Perceptions

We analyzed discussions on gaming-focused Reddit threads to understand player reactions to the use of religious figures in games. This provided insights into player expectations regarding authenticity, respect, and gameplay integration.

Excerpts from Reddit discussions showing player opinions on gods in games
Player sentiments ranged from excitement to strong concerns about disrespectful portrayals.

Phase 2 (Generative): Ideate - Building the Design System via Grounded Theory

To move beyond "god transplantation," we needed a structured way to identify and organize inspirational cultural elements from the ethnographic data.

Grounded Theory: Developing the "Syntagm & Paradigm" Framework

Using a constructivist Grounded Theory method (GTM), we systematically analyzed the visual data. This iterative coding process (open, axial, and selective coding) transformed raw cultural inspiration into a structured, modular system for creative exploration. Design can be treated as a paradigmatic (set of possible substitutions) and syntagmatic (rules defining structure) process.

Design Space Structure
Diagram illustrating the research approach combining ethnography and grounded theory
Our research approach: from ethnographic data to a structured design space using Grounded Theory.

Phase 3 (Generative): Prototype - The AstraVerse Design Toolkit

The "Syntagm and Paradigm" framework was translated into a tangible design tool: a set of cards representing the identified cultural elements. This allows designers to search for specific elements they are looking for, similar to how Character Creation Interfaces (CCIs) in games present structured choices.

How the Toolkit Works:

Designers use the cards as a toolkit:

Image of the card-based design system showing paradigm categories and syntagm element cards
The AstraVerse card system: Paradigms (categories) structure the choice of granular Syntagm elements for character creation.

This toolkit prototype aimed to provide a flexible yet structured method for culturally inspired character design.


Phase 4 (Evaluative): Validating the Approach

A design system is only effective if it meets its goals. We conducted a multi-faceted evaluation focusing on our key research questions.

Diagram outlining the three-pronged evaluation strategy
Our evaluation strategy assessing usability, novelty, and sensitivity.

Evaluation 1: Participatory Design Workshop

We invited three game designers from UCSC's Game Design and Development graduate program. They used the AstraVerse card system to create two characters each, tasked with saving a fictional planet. An artist assisted in finalizing the aesthetics.

Workshop Findings
Game designers creating characters using the AstraVerse card system
Designers actively using the toolkit in the participatory workshop.

Evaluation 2: Quantitative Analysis

To objectively measure novelty, each character (participant-generated and transplanted gods from games like SMITE) was represented as a vector embedding based on the 141 Syntagms. We used the Canberra distance metric to compare these vectors.

Diagram showing character representation as a vector of syntagms
Representing characters as vectors for quantitative comparison.
Radar chart comparing distances of participant characters vs original gods
Visualizing character novelty: Participant characters (Group 2) are distinct from original gods (Group 1).
Table showing statistical test results (Welch's t-test)
Statistical analysis (Welch's t-test) results.
Key Findings (Novelty)

Evaluation 3: Stakeholder Interviews

We interviewed three cultural experts (two Hindu temple priests, one with a diploma in Hindu scriptures). They evaluated participant-generated characters alongside gods transplanted into games (e.g., Kali from SMITE).

"These gods are an identity for lots of us, Devi (Kali) is my primary deity and it is upsetting to see her reduced to such a representation."

— Evaluator 1 (Temple Priest, on Kali from SMITE)

"I understand why you would be concerned if game characters can offend people, but I think these [participant-generated characters] are not my gods or any gods that anyone would identify or worship... Items they hold might have cultural value, but as creatures, I am not worried about what they do, or what happens to the character... The reason I might be okay with it is, it does not touch the source gods."

— Evaluator 2 (Scriptural Expert) & Evaluator 1 (Temple Priest) (on participant-generated characters)
Key Findings (Sensitivity)

Key Outcomes & Impact

Summary of Impact:


Conclusion & Implications

The AstraVerse project successfully demonstrated that it's possible to move beyond direct appropriation in culturally inspired character design. Through a rigorous UX research and design process, we developed and validated a system using syntagms and paradigms that:

This framework offers a practical, validated alternative for game studios and designers seeking to draw inspiration from diverse cultures respectfully. It fosters creativity while mitigating risks of cultural misrepresentation and provides a method to overcome "designer's block." This work opens discussions for further research on culture and avatar creation using UX methods.

Personal Learnings & Future Work

Key Learnings

Limitations and Future Work