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result(s) for
"Video game characters Design."
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Costume design and illustration
Spearheaded by Constantine Sekeris, author of \"MetamorFX,\" this book is an in-depth look at costume design and illustration. Showcasing an educational process breaking down the problematic areas of costume design for the film, video game and animation industries. From 10 top leading artists in the field, this title will have a wide range of aesthetic and design solutions. One will learn how to design and illustrate a costume from start to finish with educational tips and the process from sketches to finished Photoshop images to 3D ZBrush sculptures to fabrication.
Costume Design for Video Games
2020,2019
Costume Design for Video Games: An Exploration of Historical and Fantastical Skins explores the rich and colorful history of fashion throughout the ages. Each page goes into detail concerning the social significance of Iconic period pieces. From the real and the imagined, Costume Design for Video Games highlights the development of costumes and characters that pertain to plots, scenarios, and visionary goals, while also exploring silhouettes and the aesthetics of various eras. This survey of costume design for the video game market includes an exploration of the aesthetics of historical, fantasy, and futuristic influences.
The heart of dead cells
\"The Heart of is a new collection, half artbook, half making-of. The first issue deals with the independant game Dead Cells. The game has been a huge success on PC the last years and it's now available on consoles (PS4, Xbox One, Switch). A serious contender for the Game of the Year 2018 award.\"--Amazon.com
Game Character Creation with Blender and Unity
2012
A complete guide to creating usable, realistic game characters with two powerful tools
Creating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. It presents a step-by-step approach to modeling, texturing, and animating a character using the popular Blender software, with emphasis on low polygon modeling and an eye for using sculpting and textures, and demonstrates how to bring the character into the Unity game engine.
* Game creation is a popular and productive pursuit for both hobbyists and serious developers; this guide brings together two effective tools to simplify and enhance the process
* Artists who are familiar with Blender or other 3D software but who lack experience with game development workflow will find this book fills important gaps in their knowledge
* Provides a complete tutorial on developing a game character, including modeling, UV unwrapping, sculpting, baking displacements, texturing, rigging, animation, and export
* Emphasizes low polygon modeling for game engines and shows how to bring the finished character into the Unity game engine
Whether you're interested in a new hobby or eager to enter the field of professional game development, this book offers valuable guidance to increase your skills.
Dark souls III : design works
Collects the gritty and hair-raising artwork behind Dark Souls III, featuring armor and weapon designs, character concepts, enemies, bosses, environments, DLC artwork, and more!
We Deserve Better Villains
2020,2019
We Deserve Better Villainsis a highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live. Each chapter outlines a period in a video games development cycle, what key concepts need to be on a designers mind and how they can work to improve themselves every step of the way. To help visualize the journey the chapters start with a section centered on the reader as a hero character in a fictitious adventure video game that faces the trials and tribulations of the development cycle to completing the game. We all deserve better games, better heroes and villains which starts with learning what it takes to survive in the game development system as a videogame designer.
Research on the influence of balance patch on players' character preference
2020
PurposeThe balance patch is an important but not well studied area to maintain game fairness and improve player entertainment. In this paper, we examine the effect of balance patch on player's character preference and further explore the moderating effect of psychological distance and character selection pattern.Design/methodology/approachIn study 1, a web crawler was used to get server-side data of 40, 974 multi-player online battle arena (MOBA) players through official application programming interfaces (APIs). A paired-T test and a stepwise regression were performed to verify the hypothesis. In study 2, a 2-patch type (buff vs nerf) × 2 psychological distance (near vs distant) × 2 character selection pattern (stable vs variable) between-subjects design was adopted to confirm the empirical conclusions through questionnaire survey design and further explored the mediating effect of patch adjustment perception.FindingsThe analyzed results showed that the buff patch led to an increase in players' character preference, while the nerf patch led to a decrease in players' character preference. Moreover, the main effect was mediated by patch adjustment perception. Furthermore, psychological distance and character selection pattern both moderated the relationship between balance patch and character preference changes. The character preference of the near psychological distance increased more significantly elicited by buff patches and decreased more significantly in an adverse situation. Similarly, players with variable selection pattern of characters were more sensitive to the stimuli, and the character preference of the variable group changed more significantly than that of the stable group caused by balance patch release.Originality/valueThis paper studies the influence of a patch on the balance of character strength on player preference, which expands the research on game balance and fairness. The present results contribute to the theoretical research on consumer behavior of psychological distance and character selection pattern elicited by balance patches. Meanwhile, the results indicate that psychological distance theory can apply to the study of the relationship between players and virtual characters.
Journal Article
Players unleashed!
2011,2012
It has been ten years since video game giant Electronic Arts first releasedThe Sims, the best-selling game that allows its players to create a household and then manage every aspect of daily life within it. And since its debut, gamers young and old have found ways to \"mod\"The Sims, a practice in which gamers manipulate the computer code of a game, and thereby alter it to add new content and scenarios.
InPlayers Unleashed!-the first study of its kind-Tanja Sihvonen provides a fascinating examination of modding, tracing its evolution and detailing its impact onThe Simsand the game industry as a whole. Along the way, Sihvonen shares insights into specific modifications and the cultural contexts from which they emerge.
Characters’ persuasion effects in advergaming
2019
PurposeThe purpose of this paper is to explore advergaming to identify how users respond to characters in terms of forming brand trust and purchase intentions. The study shows that users will tend to trust brands when characters are congruent with product type and trust propensity.Design/methodology/approachIn a 2×2×2 factorial design, the character presence/absence condition and product type (high vs low involvement) are between-subject, manipulated and dichotomous variables. Trust propensity is a measured, continuous variable.FindingsFindings indicate that character presence contributes to brand trust, leading to higher purchase intentions. Character presence is more effective for promoting products of low involvement; character absence is more effective for promoting products of high involvement. Moreover, in the low-involvement product condition, consumers who have low-trust propensity are more persuaded by characters. In the high-involvement product condition, consumers who have high or low-trust propensity respond similarly to both character presence and absence.Originality/valueAlthough characters potentially affect how gamers react to online gaming, surprisingly few studies have attempted to identify how the characters and their interactions influence consumers’ emotions and behaviors in advergaming contexts. The current study fills the gap by focusing on the effects of characters and the interactions among other influences related to characters. This study makes new theoretical and practical contributions to the literature by showing that brand trust plays a mediating role and demonstrates that game characters can stimulate purchase intentions more persuasively depending on gamers’ trust propensity and involvement in the advertised products. The findings contribute to theory regarding congruency effects of game characters and the theory of brand trust.
Journal Article
Exploring the Impact of Ambient and Character Sounds on Player Experience in Video Games
by
Böffel, Christian
,
Schlittmeier, Sabine J.
,
Haehn, Luise
in
ambient sounds
,
avatar identification
,
character sounds
2024
Elaborate sound design, including background music, ambient sounds (sounds describing the game world), and character sounds (sounds generated by the character’s actions), plays a pivotal role in modern video games. However, the influence of these different types of sound on the player’s experience has not been extensively researched. This study examines the influence of these sound types on immersion, avatar identification, fun, and perceived competence. In two experiments, participants played League of Legends under four different sound conditions. The first experiment (N1 = 32) revealed a non-significant trend in the effect of character sounds on avatar identification. Ambient sounds, however, were limited because the task restricted participants’ movement across the game map. Consequently, we adapted the task to allow for a wider variety of ambient sounds in the second experiment (N2 = 32). Here, a significant impact of character sounds on immersion, avatar identification, and fun was observed, as well as an interaction effect of character sounds and ambient sounds on fun. Furthermore, we observed a trend, though not statistically significant, suggesting that ambient sounds may influence the player’s sense of flow. These findings underline the distinct effects of different sound types, and we discuss implications for the design of sound in video games.
Journal Article