Virtual character design for games and interactive media
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 connecti...
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| Format: | Book |
| Language: | English |
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Boca Raton, FL
CRC Press
2015
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| 001 | 98367 | ||
| 003 | MY-KLNDU | ||
| 005 | 20241220022529.0 | ||
| 008 | 221104 20152015flua bi 001 0 eng d | ||
| 020 | |a 9781466598195 | ||
| 039 | 9 | |a 202211041134 |b VLOAD |c 201604071641 |d faezah |y 201512091900 |z zubir | |
| 040 | |a UPNM |b eng |c UPNM |e rda | ||
| 090 | |a GV 1469.34 |b .S56 2015 | ||
| 100 | 1 | |a Sloan, Robin J. |e author | |
| 245 | 1 | 0 | |a Virtual character design |b for games and interactive media |c Robin J.S. Sloan |
| 264 | 1 | |a Boca Raton, FL |b CRC Press |c 2015 | |
| 264 | 4 | |c © 2015 | |
| 300 | |a xxiii, 232 pages |b illustrations |c 24 cm | ||
| 336 | |a text |2 rdacontent | ||
| 337 | |a unmediated |2 rdamedia | ||
| 338 | |a volume |2 rdacarrier | ||
| 400 | 0 | |a Robin J.S. Sloan | |
| 500 | |a "An A.K. Peters book"--Cover | ||
| 504 | |a Includes bibliographical references | ||
| 505 | 0 | |a 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 | |
| 520 | |a 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 | ||
| 592 | |a IN/11525 |b 04/03/2016 |c RM 281.23 |h Innowawasan | ||
| 650 | 0 | |a Video game characters |x Design | |
| 650 | 0 | |a Characters and characteristics in art | |
| 999 | |a vtls000056038 |c 98367 |d 98367 | ||


