Defining what is visually dynamic for modular assets in level design
The essay is about how people perceive repetition in games and how old visual rules can help designers make the right choice when they create modular objects. By understanding the relationships between contrast and affinity in the visual to create an interest for the player and understand that this...
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Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande
2017
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ndltd-UPSALLA1-oai-DiVA.org-ltu-640172017-06-23T05:29:41ZDefining what is visually dynamic for modular assets in level designengDefinition av vad som är visuellt dynamiskt för modulära assets i level designJohansson, IsabellLuleå tekniska universitet, Institutionen för konst, kommunikation och lärande2017ModularAssetDynamicVisuallyDesignLevelMedia and CommunicationsMedie- och kommunikationsvetenskapThe essay is about how people perceive repetition in games and how old visual rules can help designers make the right choice when they create modular objects. By understanding the relationships between contrast and affinity in the visual to create an interest for the player and understand that this exists in many areas of the visual rules such as geometric shapes, silhouettes and colors, etc. How people in the game industry approach creating modular objects while at the same time coping with the problem of obvious repetition which can make models seem boring and not visualy dynamic. And how the modular method can make it difficult to keep up the creativity when bound to certain parameters that modularity requires. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64017application/pdfinfo:eu-repo/semantics/openAccess |
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English |
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Modular Asset Dynamic Visually Design Level Media and Communications Medie- och kommunikationsvetenskap |
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Modular Asset Dynamic Visually Design Level Media and Communications Medie- och kommunikationsvetenskap Johansson, Isabell Defining what is visually dynamic for modular assets in level design |
description |
The essay is about how people perceive repetition in games and how old visual rules can help designers make the right choice when they create modular objects. By understanding the relationships between contrast and affinity in the visual to create an interest for the player and understand that this exists in many areas of the visual rules such as geometric shapes, silhouettes and colors, etc. How people in the game industry approach creating modular objects while at the same time coping with the problem of obvious repetition which can make models seem boring and not visualy dynamic. And how the modular method can make it difficult to keep up the creativity when bound to certain parameters that modularity requires. |
author |
Johansson, Isabell |
author_facet |
Johansson, Isabell |
author_sort |
Johansson, Isabell |
title |
Defining what is visually dynamic for modular assets in level design |
title_short |
Defining what is visually dynamic for modular assets in level design |
title_full |
Defining what is visually dynamic for modular assets in level design |
title_fullStr |
Defining what is visually dynamic for modular assets in level design |
title_full_unstemmed |
Defining what is visually dynamic for modular assets in level design |
title_sort |
defining what is visually dynamic for modular assets in level design |
publisher |
Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande |
publishDate |
2017 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64017 |
work_keys_str_mv |
AT johanssonisabell definingwhatisvisuallydynamicformodularassetsinleveldesign AT johanssonisabell definitionavvadsomarvisuelltdynamisktformodularaassetsileveldesign |
_version_ |
1718462332381691904 |