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dc.contributor.authorYou, F.*
dc.contributor.authorPalmer, Ian J.*
dc.contributor.authorGodfrey, William I.*
dc.contributor.authorZheng, Z.B.*
dc.date.accessioned2009-10-05T07:44:06Z
dc.date.available2009-10-05T07:44:06Z
dc.date.issued2006
dc.identifier.citationYou, F., Palmer, I.J., Godfrey, W.I. and Zheng, Z.B. (2006). Creating Emotions by Characters Design for Computer Games. (Lecture Notes in Computer Science Series) Berlin: Springerlink.en
dc.identifier.urihttp://hdl.handle.net/10454/3593
dc.descriptionNoen
dc.description.abstractFirstly, the methodology for characters development in computer games was analyzed from both aspects of art-sourced character development and story-sourced character development separately from the different views of various research fields. In the second section, four different techniques relating to character design and the creation of emotion has been deeply discussed. At the end, the four diverse designs for character OEDIPUS were given according to the plot development based on the background of tragical fable of the ancient Greece.en
dc.language.isoenen
dc.subjectCharacters Development,en
dc.subjectCreating Emotionen
dc.subjectCharacters Designen
dc.subjectOEDIPUSen
dc.subjectComputer games designen
dc.titleCreating Emotions by Characters Design for Computer Games.en
dc.status.refereedYesen
dc.typeBooken
dc.identifier.JournalTitleSpringerlinken
dc.type.versionNo full-text available in the repositoryen
dc.identifier.doihttps://doi.org/10.1007/11736639_78


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