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Better Game Characters by Design- P13

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Better Game Characters by Design- P13: The game industry is a powerful and driving force in the evolution of computer technology. As thecapabilities of personal computers, peripheral hardware, and game consoles have grown, so has thedemand for quality information about the algorithms, tools, and descriptions needed to take advantageof this new technology. To satisfy this demand and establish a new level of professional referencefor the game developer, we created the Morgan Kaufmann Series in Interactive 3D Technology....
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Better Game Characters by Design- P13INDEXH Johnson, W. Lewis, 100–103 Laidlaw, Marc, 218–222Half-Life, 129, 203, 218–219, 220, 221, 296–297 Lazzaro, Nicole, 279–283 four-layer model, 203 Pagulayan, Randy, 276–279 objectives and abilities in, 236 Schafer, Tim, 261–265Hall, Edward, 162 Tsurumi, Roppyaku, 62–100Halo, 44, 55–56, 123, 124, 277, 298–299 Walter, Sarah, 121–125 male gamer style, 119 intimacy, 164 objectives and abilities in, 236 Iron Giant (movie), 67 version 2, 130halo effect, 7–9happiness, 145–146Hasegawa, Ryoichi, 62–100 JHearts, 126 Jak and Daxter: The Precursor Legacy, 4, 14,hierarchy of needs, 24–25 84–85, 235, 302–303high-context cultures, 51–52 agreeableness cues in characters, 28The Hitchhiker’s Guide to the Galaxy, 240, 299–300 attractive characters in, 9Hitomi, Kuroki, 81 babyface features, 11, 12Hollywood movie tie-in games, 61 body language, 30hosts, 249–250 character design tactics, 24 dominance cues, 33, 34, 192 friendliness of characters, 30I relationship diagram for, 38 villainous creatures in, 14ICO, 54, 140, 232, 301–302 Jak II, 74 movements of player-character, 173–174 Japanese culture, 47–48, 50, 52, 53 touch and interpersonal distance, 138, 165, 175 Japanese developers, 81identity Japanese market, 65 communicated by body, 167–174 Johnson, W. Lewis, 100–103 and social context, 188–190 JoJo’s Bizarre Adventure, 74Ik technology, 89 Jones, Gerard, 206imitation, 165–166, 175 joy, 186impressions, see first impressions Jun, Miura, 71Impro book, 39 justice scarf, 72Inanoglu, Zeynep, 193The Incredible Machine, 122The Incredibles (movie), 66informants, 247–249 KInsomniac Games, 63, 70 Katamari Damacy, 124interaction logistics, 193 father-son relationship, 61interaction-based social qualities, 23 human universals in character relationships, 60interdependence, 228 Kazuo, Koike, 78interpersonal circumplex, 25–26 kinesthetic properties, 209interpersonal distance, 162–165, 175 Kingdom Hearts game, 44, 59, 125, 129interpersonal interaction, 25 King’s Quest series, 122interviews Kojima, Hideo, 307 Bergman, Stephanie, 125–128 Caneel, Ron, 193–194 Clanton, Chuck, 176–180 Condaxis, Daniel, 128–131 L Frasca, Gonzalo, 17–20 Laban, Rudolf, 171–172 Hasegawa, Ryoichi, 62–100 Laidlaw, Marc, 218 Inanoglu, Zeynep, 193–194 Laura Bow, 122332 INDEXLazzaro, Nicole, 276, 279–283 Mortal Kombat, 112, 202, 308–309The Legend of Zelda series audience’s reactions to, 247 traders role in, 248 competing players in, 243 The Windwaker, 2, 15, 129, 151, 303–304 motion-capture native speakers, 101–102 boss monsters in, 244 movements, 161, 169–171 characters’ faces, 11, 136, 138, 149, movie tie-in games, 61 153–155, 156 Mulan (movie), 66 counter-stereotype qualities in characters, 16 music, 192Leisure Suit Larry, 3, 14, 305Lilo and Stitch (movie), 66listening, 195local media contexts, 54–60 Nlocalization of characters, 61 Naoki, Urasawa, 71low-context cultures, 51 national culture, 49Lucas Arts, 99 Naughty Dog, 63–64Ludology.org, 17 Nausicaa of the Valley of the Wind, 68 NBA Live 2004, 247, 309 NCAA Football, 124 negative feelings, 193M Neopets, 234, 310males, gamer style, 108, 130 neuroticism, 36manga-style video games, 57 newsgaming.com, 17Maniac Mansion, 122 nonplayer-characters, 118, 191, 192, 225–252;Manny Calavera, 210–211, 295–296 see also characters; player-charactersMario, 59–60 common social roles, 229–250Mario Kart, 127 ally, 236–237Mario Party, 124 ...

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