The Deliberate Diversity of Agents of Mayhem
Diversity and representation in games are generally tackled by a serious subsection of game designers and developers. Few triple-A developers and publishers have dared to delve into these seemingly nebulous waters. Some have made attempts at representation, only to fall flat or merely pay lip service to the idea.
I didn’t expect to find sensitivity or much in the way of diversity at Volition’s studio in Champaign, Illinois. It’s not to say that there weren’t relics of Volition’s past littered throughout the studio, in the form of sexualized posters. But there was a deep sense of reverence that I didn’t expect from the creative minds that brought us the over-the-top (and sometimes offensive) humor in Saints Row. And while that silliness isn’t lost in Agents of Mayhem, Volition’s first new IP in twelve years, there’s a level of maturity to the character design that couldn’t have found a home in Saints Row, even though they inhabit the same narrative universe.
The game shines is in how its twelve diverse—and strangely iconic—heroes (and the odd miscreant) came together in design, animation and writing.
Teamwork made the dream (of Mayhem) work
Before I sat down to play the game during my studio tour, there was one thing that I was afraid that I would find, both in the game and with the team: tokenism. But as I wove through the various agents and digested their range of personalities, I was surprised by the earnestness and sincerity.
I spoke to a range of Agents of Mayhem team members—POC and women included—about what they loved about the game and its characters. There wasn’t a single answer, but there was a shared sentiment. The team seemed to love that they could explore a variety of cultures through play and silliness, while maintaining the reverence required to create iconic characters.
Each of the creative teams worked closely with one another to shape the unique “languages” of the characters. They synced up Spotify playlists. They riffed off of notes in meetings and found harmony in “goofing around,” according to Larry Gates, composer on Agents of Mayhem. But once they locked in the core of the character, that’s when the real fun started for the teams.
As the designers defined the look of the characters, the writers were shaping their individual tonalities. The sound engineers were hard at work developing unique sounds for each agent. And while the visual artists created patterns and effects to reflect the characters’ identities, the animators nailed down the little touches, like how the characters held themselves while idle, fell through the air, triple-jumped or teleported into the Mayhem vehicles.
Mike Jungbluth, lead animator on Agents of Mayhem, explained how they handled the character animations. “Even as something as small as how they stand was important to the process,” Jungbluth said as he walked me through Kingpin, Rama, Oni and Scheherazade. “Kingpin has swagger. But see, Oni? He holds himself like Braddock, with that air of respectability and discipline.” He admits that they struggled a bit with Scheherazade, because they didn’t want her to be a “stereotypical ninja.” He fought hard against her holding her arms out when she was running, especially.
“I really wanted her to break free of the trope,” Jungbluth said, steering the middle eastern assassin around the relatively empty Seoul streets. “But, I was wrong in the end. One of the animators showed me how she’d look with her arms out when running and it was just… her. It was Scheherazade. I couldn’t say no because it fit her character so perfectly.”
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