From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?

Game developers, even during the early years of game design, have always searched for new and interesting ways of creating more elaborate, immersive and realistic environments for their video games.

Bibliographic Details
Main Authors: Athanasios Petrovits, Alessandro Canossa
Format: Article
Language:English
Published: Ass.ne Culturale Ludica 2013-03-01
Series:G|A|M|E The Italian Journal of Game Studies
Subjects:
Online Access:http://www.gamejournal.it/from-m-c-escher-to-mass-effect-impossible-spaces-and-hyper-real-worlds-in-video-games-how-can-hyper-real-worlds-be-designed-and-interpreted-in-a-2d-2-5d-and-3d-virtual-environment-and-how-will-thi/
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spelling doaj-e01031edf3174f89ace8ac3e6754a2182021-01-26T08:16:06ZengAss.ne Culturale LudicaG|A|M|E The Italian Journal of Game Studies2280-77052013-03-012210From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?Athanasios Petrovits0Alessandro Canossa1 IT University of Copenhagen Northeastern University Game developers, even during the early years of game design, have always searched for new and interesting ways of creating more elaborate, immersive and realistic environments for their video games.http://www.gamejournal.it/from-m-c-escher-to-mass-effect-impossible-spaces-and-hyper-real-worlds-in-video-games-how-can-hyper-real-worlds-be-designed-and-interpreted-in-a-2d-2-5d-and-3d-virtual-environment-and-how-will-thi/BidimensionalityDepth
collection DOAJ
language English
format Article
sources DOAJ
author Athanasios Petrovits
Alessandro Canossa
spellingShingle Athanasios Petrovits
Alessandro Canossa
From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?
G|A|M|E The Italian Journal of Game Studies
Bidimensionality
Depth
author_facet Athanasios Petrovits
Alessandro Canossa
author_sort Athanasios Petrovits
title From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?
title_short From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?
title_full From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?
title_fullStr From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?
title_full_unstemmed From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?
title_sort from m.c. escher to mass effect: impossible spaces and hyper-real worlds in video games. how can hyper-real worlds be designed and interpreted in a 2d, 2.5d and 3d virtual environment and how will this implementation affect the stereoscopic 3d video games of the future?
publisher Ass.ne Culturale Ludica
series G|A|M|E The Italian Journal of Game Studies
issn 2280-7705
publishDate 2013-03-01
description Game developers, even during the early years of game design, have always searched for new and interesting ways of creating more elaborate, immersive and realistic environments for their video games.
topic Bidimensionality
Depth
url http://www.gamejournal.it/from-m-c-escher-to-mass-effect-impossible-spaces-and-hyper-real-worlds-in-video-games-how-can-hyper-real-worlds-be-designed-and-interpreted-in-a-2d-2-5d-and-3d-virtual-environment-and-how-will-thi/
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