Animations in the game industry are considered a bottleneck today, and a way to speed up the development in this area is by letting the computer procedurally generate the animations. This research has explored blending physics with keyframed animations in games, to create interactive and responsive characters, and to find out how these animations are perceived by players. This way of animating characters in real time has lately been used in a blossoming game genre called fumblecore. By letting physics do part of animation in real time, unpredictable and unique animations can be created. Two demos of a fumblecore game was created and tested on players with various gaming backgrounds. One had a traditional keyframed animation, and the other had a physically-blended animation. The results showed that the majority of participants of the study preferred the physically-blended animation over the traditionally keyframed one.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:his-17057 |
Date | January 2019 |
Creators | Lennartsson, Henrik, Wijkander, Lina |
Publisher | Högskolan i Skövde, Institutionen för informationsteknologi, Högskolan i Skövde, Institutionen för informationsteknologi |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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