In short animations, characters may have specific built-in affordances. They are designed to perform certain actions:
This happens more frequently in videogames, where characters are defined by what they can do and the actions they perform are limited.
Character design as level design:
Game designers often need to communicate threats, goals and roles without going through narrative character establishments. To do so often “effectively” recur to problematic strategies such as stereotypes and stock characters: zombies, princesses in distress etc..
Playable characters in games tend to be overwhelmingly white and male. When there’s “diversity” it reflects the overwhelmingly white male and conservative composition of the game industry today.
Ethnic and racial stereotypes are a common (lazy) characterization for fighting games.
Transposing elements from existing cultures in fantasy settings can also be debatable. The Na’vi in Avatar are the ultimate embodiment of the Noble Savage. The struggle between good and civilized humans and vicious and primitive Horde in World of Warcraft has colonialist undertones. The Horde has totems, tents, face paint, Trolls even have a Jamaican accent.