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Virtual Character Design for Games and Interactive Media

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Specificaties

Objectstaat
Nieuw: Een nieuw, ongelezen en ongebruikt boek in perfecte staat waarin geen bladzijden ontbreken of ...
Actual ISBN
9781466598195
Book Title
Virtual Character Design for Games and Interactive Media
ISBN
9781466598195

Over dit product

Product Identifiers

Publisher
A + K Peter's, The Limited
ISBN-10
1466598190
ISBN-13
9781466598195
eBay Product ID (ePID)
211471279

Product Key Features

Number of Pages
256 Pages
Publication Name
Virtual Character Design for Games and Interactive Media
Language
English
Publication Year
2015
Subject
Programming / Games, Computer Graphics, Internet / General
Type
Textbook
Author
Robin James Stuart Sloan
Subject Area
Computers
Format
Trade Paperback

Dimensions

Item Height
0.6 in
Item Weight
13.6 Oz
Item Length
9.3 in
Item Width
6.2 in

Additional Product Features

Intended Audience
College Audience
LCCN
2016-304556
Dewey Edition
23
Illustrated
Yes
Dewey Decimal
794.8
Table Of Content
Acknowledgments About the Author Introduction PRESENTATION Anatomy and Physical Cues Anatomy Body Proportions Body Type Sex Differences Physical Cues Attraction Health Age Summary and Activity References Visual and Audio Design Principles Line and Shape Silhouette Color Visual Style Sound Design for Virtual Characters Diegetic, Synchronous, and Empathetic Sound Sound Motifs Summary and Activity References Representation, Customization, and Transformation Identity Representation Gender and Sexuality Ethnicity, Religion, and Nationality Age and Social Class Customization Transformation Summary and Activity References PERFORMANCE Personality, Emotion, and Expression Personality Personality Traits and the Five-Factor Model Individual Attitudes Political Views Balancing Personality Design for Virtual Characters Emotional States Emotions as Adaptive Behaviors Emotion and Virtual Character Performance Expression Posture and Proximity Facial Expression Voice and Emotional State Summary and Activity References Context, Story, and Gameplay Core and Shell Narrative Shell Setting and Backstory Archetypes and Stereotypes Interactive Plot Narrative Mode Thematic Statements Gameplay Core Video Game Genres Gameplay Design Mechanics, Dynamics, and Aesthetics Flow Summary and Activity References Acting, Movement, and Animation Thinking and Acting Stanislavski's System Movement Animation Principles Animation Methods Mixed-Methods Animation Summary and Activity References PRACTICE Control: The Aesthetics of Playable Characters Role Embodiment Role Fulfillment Role Projection Character Flow Summary Cast: The Aesthetics of the Virtual Ensemble Character Appeal Dependency Co-Protagonism Summary Complexity: The Aesthetics of Hyperreal Characters The Uncanny The Turing Test Virtual Knowledge Conclusion References Glossary Ludography Index
Synopsis
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 for Games and Interactive Media covers a breadth of topics to establish a relationship between pertinent artistic and scientific theories and good character design practice. Targeted at students, researchers, and professionals, the book aims to show how both character presentation and character performance can be enhanced through careful consideration of underlying theory. The book begins with a focus on virtual character presentation, underpinned by a discussion of biological, artistic, and sociological principles. Next it looks at the performance of virtual characters, encompassing the psychology of emotion and personality, narrative and game design theories, animation, and acting. The book concludes with a series of applied virtual character design examples. These examples examine the aesthetics of player characters, the design and performance of the wider cast of game characters, and the performance of characters within complex, hyperreal worlds.
LC Classification Number
GV1469.34.C48

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