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.
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Ass.ne Culturale Ludica
2013-03-01
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Series: | G|A|M|E The Italian Journal of Game Studies |
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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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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/ |
work_keys_str_mv |
AT athanasiospetrovits frommceschertomasseffectimpossiblespacesandhyperrealworldsinvideogameshowcanhyperrealworldsbedesignedandinterpretedina2d25dand3dvirtualenvironmentandhowwillthisimplementationaffectthestereoscopic3dvideogamesofthefuture AT alessandrocanossa frommceschertomasseffectimpossiblespacesandhyperrealworldsinvideogameshowcanhyperrealworldsbedesignedandinterpretedina2d25dand3dvirtualenvironmentandhowwillthisimplementationaffectthestereoscopic3dvideogamesofthefuture |
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