So fun tip I came up with for developing your characters. Your OCs literally any character, this can work on.
Give your characters game mechanics. Yes, like in the video games. Even if your characters isn't in or for a video game, try giving them game mechanics!
I'm going to use my Pressure OC, Spectator, as an example for hoe this works!
Spectator, were she to be implemented into Pressure, performs a similar shopkeeper role to Sebastian in the Main Expedition. She spawns in the Endless Expedition at any point past door 150, always in Heavy Containment, and will sell you exclusively rarer items for higher data prices (thing gummy lights, health syringes, the literal Necrobloxicon, the DEMON PLUSHIE if you really want to end your run in the next 20 doors, etc.)
Spectator is cordial towards players, almost friendly with them, to the point where you can give her data to become a bodyguard for the remainder of your run, but can and will display aggressive behaviour if provoked. Hitting her with a flash beacon at any point, or in main game, activating Stick to the Script, will provoke her into hostility, and then the rules of behaviour change
In this hostile state, Spectator is an ambush hunter who will pursue only the player that incited either incident. She will methodically follow a pattern and has her own audio cues for when she's approaching. Between the two options of pissing her off, you will get different hunting methods, one where she mindlessly rushed you and the other where she methodically searches rooms for the player. If another player distracts her, they become a new target, and if caught, she will return to the first player who offended her.
So how does all of that apply to character building?
What the game dev method of character development does is give the character a little set of rules to follow without actually needing to come up with every background reason as to why they might be doing that or getting hyperspecific with morals and personal beliefs, which for me personally is a bonus because I never feel like they'll just tell me stuff like that. It also provides an opportunity to flip their behaviours on its head if something drastic changes, and through that, lead to new behaviours and the rules changing if you need them to!
The main differences are probably going to be what game they're having mechanics based on (sandbox, horror, open-world, metroidvania, visual novel, etc.). It's not going to be the same type of mechanics for every character, thanks to their setting, so you can kinda go a little wild with it!
I thought this was neat, and I figured I'd share this with you guys! Happy character working!













