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Enhancing concept artists’ expertise through integration of level design thinking : An illustration method exploration through case study and practical implementationWang, Erzhuo January 2024 (has links)
Visual aesthetics play a pivotal role in the success of video games, with concept art serving as the initial phase of game development, responsible for setting the artistic tone and emotional ambiance of the game. However, challenges emerge when concept artists attempt to contribute to the process, including technical comprehension and cross-departmental collaborations. The emergence of Generative Artificial Intelligence further complicates the self-positioning of artists within game development projects. A deeper level of professionalism is required from artists, necessitating a comprehensive understanding of the entire game development process, with level design comprehension serving as a potential starting point. This research aims to investigate the contemporary challenges faced by concept artists and to propose a methodology for artists to approach their work with a level design mindset. The study will be conducted through a combination of desk research and case studies. Based on the analysis results, a new method for integrating concept art into the level design process will be developed. Following this method, a set of concept artworks will be created and then tested by a group of playtesters. The evaluation of the playtesting will define the future usage and implementation potential of the new method. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p><p>There are other digital material (eg film, image or audio files) or models/artifacts that belongs to the thesis and need to be archived.</p>
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De personae à personnages : fictionnaliser les stars : l'écosystème narratif des BeatlesPéault, Emmelyne 08 1900 (has links)
No description available.
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Came To BeNash, Moss 18 May 2021 (has links)
No description available.
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From Art to Comic - Visa hur en Comic Book som använder konsten för att få fram sin världÖstergren, Herman January 2019 (has links)
Jag har studerat transmedia, dess innebörd och vad som utmärker den. Fokuserat på den delen som heter World Building Story och tagit fram några exempel på World Building Franchises. Genom att undersöka olika transmedia franchises och hur deras värld är uppbyggt. Med denna kunskap har jag skapat en egen värld i en World Building Story. Den är baserad från konstnären Simon Stålenhags retrofuturistiskt konst. Världen ska visas i en form av Comic Book och vara designad av Critical Design där läsaren får möjligheten att tolka budskapet. Det som jag har kommit fram till i undersökningen är hur man skapar en berättelse. / I have study transmedia and see what transmedia does. I have focus on element in transmedia call World Building story. What is warbling story is something I have studied and watch some World Building franchise say how they are different from each other. Three different World Building a franchise to see how to build our world. With it knowledge I will create my Own World Building Story. The world the i certion is inspired by Simon Stålhagen Retrofuturistisk art. The way I show this world with Comic Book. My Comic Book is design from Critical Design that are a small police messages. Me study is to show that transmedia be found over the world and get young people to be in the same be interested in Retrofuturistiskt art. Also is a good way to me to learn how to tell a story and create a world with this studying.
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Falling Down the Rabbit Hole: World Building in YA LiteratureWebb, Claire 01 December 2023 (has links) (PDF)
World building is a key component to many young adult novels, but what is world building and what are some different styles and techniques that authors use when constructing fictional universes? In this thesis, Falling Down the Rabbit Hole: World Building Techniques in YA Literature, I will examine Alice’s Adventures in Wonderland by Lewis Carroll (1865), The Princess Bride by William Goldman (1973), and my own unpublished novel, The Sun Kingdom, to compare different techniques and styles of world building. These works will be explored through the aspect of world building, focusing specifically on the importance of the geography, language, and traditions and culture that were created for their respective worlds, how these elements were created, and what effect this has on the story.
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Food as a Literary Device in the Hunger Games: World Building, Characterization, and Plot MomentumMitchell, Linzee 01 December 2023 (has links) (PDF)
Food relates to the experience of life, survival, and memory. It impacts us every day, whether we have plenty of it or not. It influences our memories and connects us to one another, while structuring details of our identities and cultures. As a creative writer and English major, I recognize that food influences a story to accentuate literary concepts and unveil them, such as a character’s compassion or the poison that a villain uses to unfold the plot. The best example of food as an impactful device within a story is The Hunger Games by Suzanne Collins. From the first chapter onward, Collins grants food deeper relevance in her book’s themes, the characters’ lives, and the world of Panem. Food studies explore the impact of food on societies and the world, which underly the concept of food as a device in the Hunger Games. For this thesis, I will explain specific utilizations of food as a literary device in the Hunger Games as it functions in world building, characterization, and plot momentum.
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Fantasme d'immersion dans les poétiques de construction de mondes : complétude et canonicité, de Tolkien aux univers partagésde Maisonneuve, Laurent 07 1900 (has links)
En prenant comme point de départ l'interprétation de l'épopée homérique par Erich Auerbach, ce mémoire se consacre à la notion d'immersion fictionnelle, non sous son versant psychologique de phénomène contingent de la conscience imageante, mais sous son versant imaginaire, en tant que mythe sociétal d'immédiateté déterminant des stratégies esthétiques et médiatiques concrètes, que j'articule autour des poétiques contemporaines de construction de mondes (world building). L'enjeu est de saisir les répercussions esthétiques de ce fantasme d'une représentation qui occulterait à la fois sa médiateté et le réel-sensible, à une époque où la transfictionnalité et la transmédiaticité s'élèvent tranquillement comme modes narratifs dominants de notre culture occidentale contemporaine. Avec cette conviction que le terme d'immersion doit être replacé dans le cadre de ses effets, le premier chapitre s'affairera à démêler quelques difficultés théoriques que pose la notion en la problématisant sous l'égide des questions ontologiques de vérité et de la position phénoménologique de Sartre sur l'imaginaire. Tout en posant les outils théoriques nécessaires aux analyses subséquentes, le deuxième chapitre approfondit cette problématisation en empruntant aux théories modales des mondes possibles un cadre conceptuel opératoire, qui amènera, notamment grâce au concept formalisé de «~monde~», à concevoir la fiction comme un mouvement de distanciation. Appuyé par la lecture du roman tolkienien, le troisième chapitre tourne le fantasme d'immersion du côté d'une pulsion encyclopédique de complétude, concrétisée par des stratégies textuelles d'accumulation informationnelle et de virtualisation de données diégétiques laissées en suspens -- effets d'actualité que je qualifie d'extra-narratifs en les présentant en contraste des principes prescriptifs du \emph{muthos} aristotélicien formant une chaîne causale téléologique fondée sur une loi d'économie narrative. Le quatrième et dernier chapitre, articulé autour de la notion encore trop peu étudiée de canonicité, observe les poétiques de construction de mondes telles qu'elles se désamorcent elles-mêmes, dans le contexte des univers partagés, en engendrant des incohérences logiques donnant lieu à la tenue d'un discours auctorial-éditorial régissant les vérités fictionnelles comme moyen de maintenir l'immersivité de la représentation. L'analyse générique des comic-books de superhéros et une enquête sur la gestion éditoriale de l'univers de Star Wars permettront d'identifier les multiples modalités de délimitation de la frontière entre canon et apocryphe. En conclusion, je reviens brièvement sur la notion d'immersion, ainsi exemplifiée, en la resémiotisant comme une médiation compétitive de mise en présence de l'être. / Starting from Erich Auerbach's interpretation of the Homeric epic, this master's dissertation studies the notion of fictional immersion, not in
its psychological aspect of a contingent phenomena of human consciousness, but rather in its collective imaginary sense, as a societal myth of immediacy generating concrete aesthetic and media strategies that I investigate from the standpoint of contemporary poetics of world building. The objective is to apprehend the aesthetic repercussions of this desire for a mediation that would conceal both the real and its own mediacy, in a time where transfictionality and transmedia storytelling are becoming more and more the dominant narrative modes of our contemporary western culture. Under the conviction that immersion must be looked at as a set of cultural strategies, the first chapter unravels some theorical difficulties bounded to the term by problematizing it towards ontological questions of truth and Sartre's phenomenological stance on the imaginary. While laying a necessary theorical toolset for subsequent analyses, the second chapter examines these problems by borrowing to possible worlds modal theories a set of working concepts, which will lead to the assumption that fiction is a movement of distanciation, notably with the aide of the formal concept of ``world''. Through a reading of the tolkienian novel, the third chapter directs the desire for immersion towards an encyclopedic impulsion for completeness, embodied by textual strategies such as informational proliferation and allusion to virtual diegetic data -- strategies leaving an impression of the actual that I describe as extra-narrative in contrast to Aristote's \emph{muthos} forming a teological causal chain based on a principle of an unitary narrative. The fourth and final chapter, articulated around the still too little studied notion of canonicity, observes poetics of world building as they neutralize themselves, particularly with shared universes, by generating logical inconsistencies giving birth to authorial and editorial discourses stating fictional truths as a way of maintaining the mediation's immersivity. The analysis of the superhero comics genre and an inquiry of the editorial management of the Star Wars universe will exemplify the multiple modalities of this delimitation between the canon and the apocryphal. As a conclusion, I briefly come back to the notion of immersion itself by redescribing it as a competitive mediation of presence.
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The 40 Seconds Rule and Points of Interest in The Witcher 3: Wild HuntJaber, Maher, Cojanu, Andrei January 2021 (has links)
The Witcher 3: Wild Hunt is one of the best selling open world video games in recent years. Thanks to the game’s popularity, other game designers might want to replicate its world design methods. In an interview from 2017, the game’s developers have explained that they have used a system called “the rule of 40 seconds” to ensure that the player stumbles upon something interesting every 40 seconds of exploration. In this research, the authors conducted a test to check how accurately the rule was implemented; they did this by analysing footage of gameplay from four different YouTube content creators, on two of the game’s maps. The research found that a Rule does exist, however, it is greatly influenced by playstyles and only accurate for certain players. It concludes that designers looking to implement the rule, can reliably do so, but they should take playing styles and player movement speed into consideration when testing their rule. / The Witcher 3: Wild Hunt är ett av de bäst säljande öppna världsspel de senaste åren. Tack vare spelets popularitet kanske andra speldesigners vill kopiera dess värld designmetoder. I en intervju från 2017 har spelets utvecklare förklarat att de har använt ett system som kallas ”regeln om 40 sekunder” för att säkerställa att spelaren snubblar på något intressant var fjärde sekund av utforskningen. I denna forskning genomförde författarna ett test för att kontrollera hur korrekt regeln implementerades; de gjorde det genom att analysera bilder från fyra olika innehållsskapare på YouTube på två av spelets kartor. Forskningen visade att det finns en regel, men den påverkas av spelstilar och är endast korrekt för vissa spelare. Det drar slutsatsen att designers som vill implementera regeln kan göra det på ett tillförlitligt sätt, men de bör ta hänsyn till spelstilar och spelarens rörelsehastighet när de testar deras regel.
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