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Worlds in and of motion: Agency and animation at the margins of video game aesthetics

机译:运动世界:代理和动画在视频游戏美学的边缘

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What is the relationship between player-controlled movement and animation in game media? How do game worlds respond to the movement of characters through different types of space? This article will draw on concepts such as animation, figuration and vitality to analyse some of the waysthat in-game animations and graphical rendering activity are activated by player-controlled movement through three-dimensional game environments. The sudden ‘blinking in’ of environmental features in the distant horizon as the player approaches and more gradual ‘filling in’of graphical detail in objects such as plants, rocks and shadows close to the player character/camera in games such as Red Dead Redemption and Shadow of the Colossus provide materials for considering how animation might be developed as a concept for describing the connectionbetween player agency and game-world visual activity in the said media. Graphical rendering properties such as draw distance and texture pop-in that are tied to the spatial relationship between a player character/camera and game-world objects will be some of the primary ways this dynamic ofmovement and animation will be analysed.
机译:玩家控制的动作与游戏媒体中的动画之间是什么关系?游戏世界如何响应角色在不同类型空间中的运动?本文将利用诸如动画,人物形象和活力之类的概念来分析通过三维游戏环境中玩家控制的移动来激活游戏中动画和图形渲染活动的一些方式。当玩家接近时,遥远的地平线突然突然出现环境特征的“闪烁”,而在诸如《荒野大镖客救赎》等游戏中,逐渐接近对象角色/相机的物体(例如植物,岩石和阴影)中的图形细节逐渐“填充” 《巨像》和《巨像的阴影》提供了材料,用于考虑如何开发动画,作为描述媒体中玩家代理与游戏世界视觉活动之间联系的概念。与玩家角色/相机和游戏世界对象之间的空间关系相关的图形渲染属性(例如绘制距离和纹理弹出)将是分析这种动态运动和动画的主要方式。

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