Virtual character design

Virtual character design: for games and interactive media

by Sloan, Robin J. S.

Type Book
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While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of …

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Title Statements

  • Full title :Virtual character design : for games and interactive media / Robin J.S. Sloan.

Summary

While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters. Virtual Character Design.

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Edition Statements

  • Publication Date:©2015

Publication Statements

  • Publisher(s):CRC Press LLC
  • Place of Publication:Boca Raton
  • Language:eng
  • Publication Date:©2015

Notes

"An A.K. Peters book."

The Physical Object

  • Description:1 online resource

Edition Identifiers

  • ISBN:9781466598201, 1466598204, 9781498728614, 1498728618, 1466598190, 9781466598195
  • oclc:ocn910935360
  • LC Classification:GV1469.34.C48
  • Dewey Decimal:794.8

Table of Contents

Front Cover; Contents; Acknowledgments; About the Author; Introduction; Chapter 1: Anatomy and Physical Cues; Chapter 2: Visual and Audio Design Principles; Chapter 3: Representation, Customization, and Transformation; Chapter 4: Personality, Emotion, and Expression; Chapter 5: Context, Story, and Gameplay; Chapter 6: Acting, Movement, and Animation; Chapter 7: Control : The Aesthetics of Playable Characters; Chapter 8: Cast : The Aesthetics of the Virtual Ensemble; Chapter 9: Complexity : The Aesthetics of Hyperreal Characters; Glossary; Ludography; Back Cover.

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