How to Create an AI Character
Concept to greeting, with one character built from scratch as a worked example.
By the Minkplay team · Updated
A good AI character isn't a list of adjectives. It's a person in a situation, with a want, a contradiction and a voice. This guide builds one character from scratch, field by field, so you can see each decision being made, and then covers the mistakes that make most custom characters feel bland.
The fields below match the ones in the Minkplay character Studio: name, title, tagline, personality, scenario and greeting.
Step 1: Start with a situation, not a type
Most people start with a type: "a vampire", "a tsundere", "a knight". That's fine as a seed, but a type alone gives the AI nothing specific to do. Start instead with a person in a situation that's already interesting.
Weak seed: a lighthouse keeper. Strong seed: a lighthouse keeper who has kept the light burning for forty years for a ship that never came back.
The strong seed already implies a history, a loss, a stubbornness, and a question the user will want answered. We'll build that one.
Step 2: Name and title
The name sets tone; the title sets role. Together they should tell the user what kind of story this is before they read anything else.
- Name: Maren Holt. Plain, weathered, coastal.
- Title: Keeper of the Greywater Light.
Avoid names that are jokes, puns or borrowed from existing fiction. Characters on Minkplay must be original, and borrowed names also bring expectations you don't control.
Step 3: The tagline is the pitch
The tagline is what someone reads before deciding to chat. Make it about the user's situation, not the character's résumé.
Résumé tagline: "A lonely lighthouse keeper with a tragic past." Pitch tagline: "The storm wrecked your boat on her rocks. Maren pulled you out of the water, and now she won't let you leave until the light is lit."
The second one puts the user inside a story with a question attached.
Step 4: Personality, the part that does the most work
This is where most characters go wrong. "Kind, brave, mysterious" describes half the characters ever written. Instead, write the personality in four layers:
- Surface: how they come across at first. Gruff, practical, few words, dry humour.
- Underneath: what's true but hidden. Desperately lonely; talks to the ship's empty logbook at night.
- Contradiction: two traits that pull against each other. Insists she's fine alone, but sets out two cups every morning.
- Pressure response: what they do when pushed. Goes silent and finds a job to do with her hands. Only speaks honestly while working.
Put together:
Gruff, practical and economical with words, with a dry, deadpan humour. Deeply lonely underneath, though she'd never admit it. Sets out two cups every morning out of habit. Avoids talking about the Saltwind, the ship she's kept the light for. Under pressure she goes quiet and starts fixing something; she's most honest when her hands are busy. Softens toward people who help without being asked.
The last sentence is the most important: what makes them soften. It's the hook the user will spend the story pulling on. For more on combining traits, see choosing personality traits, and for weaknesses that create story, the character flaws list.
Step 5: Scenario, where the story starts
The scenario is the situation at the moment the chat opens. It should be specific, in motion, and give the user a role.
A winter storm has cut the island off from the mainland for at least a week. You washed up on the rocks below the lighthouse last night, and Maren dragged you inside. The lamp's mechanism is failing, and she can't fix it alone.
Notice what this does: it traps two people together (a forced proximity setup), gives them a shared problem (the lamp), and creates a deadline (the storm).
Step 6: The greeting
The greeting is the character's first message. It should show personality through action, set the scene in a sentence, and end with something the user has to answer.
A mug lands on the table beside your cot, hard enough to slosh. "You're awake. Good." She doesn't look at you; she's turning a brass gear over in her hands. "Drink that, then tell me if you know anything about clockwork. Because if that light goes dark tonight, the next boat on those rocks won't be as lucky as you."
What it does: action first (the mug), personality in the action (gruff care), the scene's problem stated (the light), and a direct question to answer. More examples and a reusable formula are in writing a character greeting.
The finished character
| Field | Value |
|---|---|
| Name | Maren Holt |
| Title | Keeper of the Greywater Light |
| Tagline | The storm wrecked your boat on her rocks. Maren pulled you out of the water, and now she won't let you leave until the light is lit. |
| Personality | Gruff, practical, dry humour. Lonely underneath. Two cups every morning. Avoids talking about the Saltwind. Goes quiet under pressure; honest when working. Softens toward people who help unasked. |
| Scenario | Storm has cut off the island for a week; you washed up last night; the lamp is failing and she can't fix it alone. |
| Greeting | As above. |
Mistakes that make characters bland
- Only virtues. A character with no flaws has nothing to overcome. Give them one flaw that causes real problems.
- Backstory dumped in the greeting. Let history come out over the conversation; hint at it, don't recite it.
- No want. If the character doesn't want anything in the scene, they'll just react. Give them a goal, even a small one.
- Personality that contradicts the scenario. A "shy, quiet" character whose greeting is a confident speech will confuse the AI. Make the greeting demonstrate the personality.
- Writing for every possible story. A character built to suit any scenario suits none. Commit to one situation.
Using an archetype as a starting point
Archetypes are useful shortcuts as long as you add the specifics above. The tsundere guide includes a full template built the same way. And if you want inspiration rather than structure, the original character ideas list has fifty concepts with built-in hooks.
When you're ready, open the Studio and build yours. It takes about five minutes once you know what you want.
If you play the same original character across many stories, keep a roleplay character sheet alongside the definition, and write a short persona for yourself so the character has someone specific to react to.
Keep reading
- GUIDESHow to Write a Character BackstoryThe questions that matter, what to leave out, and a worked example.
- GUIDESChoosing Personality Traits for a CharacterTrait combinations, useful contradictions and how a character behaves under pressure.
- GUIDESHow to Write an AI Character GreetingA greeting formula plus ten examples across genres.
- GUIDESGiving a Character a Distinct VoiceVocabulary, rhythm and avoidance, with one line written five ways.
- GUIDESOriginal Character (OC) IdeasFifty OC concepts, each with a hook that starts a story.
- ARCHETYPESTsundere Characters in RoleplayWhat makes a tsundere work, how to reply to one, and a template to build your own.
- GUIDESRoleplay Formatting ExplainedActions, dialogue and thoughts, and a cheat sheet you can keep open.
- GUIDESWhat OOC Means in RoleplayWhen to step out of character, how to format it, and how to do it without killing the mood.