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|a Sloan, Robin J. S.,
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|a Virtual character design :
|b for games and interactive media /
|c Robin J.S. Sloan.
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|a Boca Raton :
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|a Online resource; title from PDF title page (EBSCO, viewed June 12, 2015).
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|a Includes bibliographical references.
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|a 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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520 |
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|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. Virtual Character Design.
|
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|a O'Reilly
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|a Video game characters
|x Design.
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|a Video game characters.
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|a Personnages de jeux vidéo.
|
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|
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|a Video game characters.
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|i Print version:
|a Sloan, Robin James Stuart.
|t Virtual Character Design for Games and Interactive Media.
|d Hoboken : CRC Press, ©2015
|z 9781466598195
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