Virtual Character Design for Games and Interactive Media

Book description

While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more

Table of contents

  1. Acknowledgments
  2. About the Author
  3. Introduction
    1. A Brief History of Virtual Characters
    2. An Overview of the Book
    3. Terminology
  4. Section I - Presentation
    1. Chapter 1 - Anatomy and Physical Cues
      1. Anatomy
        1. Body Proportions
        2. Body Type
        3. Sex Differences
      2. Physical Cues
        1. Attraction
        2. Health
        3. Age
      3. Summary and Activity
      4. References
    2. Chapter 2 - Visual and Audio Design Principles
      1. Line and Shape
      2. Silhouette
      3. Color
      4. Visual Style
      5. Sound Design for Virtual Characters
        1. Diegetic, Synchronous, and Empathetic Sound
        2. Sound Motifs
      6. Summary and Activity
      7. References
    3. Chapter 3 - Representation, Customization, and Transformation
      1. Identity
      2. Representation
        1. Gender and Sexuality
        2. Ethnicity, Religion, and Nationality
        3. Age and Social Class
      3. Customization
      4. Transformation
      5. Summary and Activity
      6. References
  5. Section II - Performance
    1. Chapter 4 - Personality, Emotion, and Expression
      1. Personality
        1. Personality Traits and the Five-Factor Model
        2. Individual Attitudes
        3. Political Views
        4. Balancing Personality Design for Virtual Characters
      2. Emotional States
        1. Emotions as Adaptive Behaviors
        2. Emotion and Virtual Character Performance
      3. Expression
        1. Posture and Proximity
        2. Facial Expression
        3. Voice and Emotional State
      4. Summary and Activity
      5. References
    2. Chapter 5 - Context, Story, and Gameplay
      1. Core and Shell
      2. Narrative Shell
        1. Setting and Backstory
        2. Archetypes and Stereotypes
        3. Interactive Plot
        4. Narrative Mode
        5. Thematic Statements
      3. Gameplay Core
        1. Video Game Genres
        2. Gameplay Design
        3. Mechanics, Dynamics, and Aesthetics
        4. Flow
      4. Summary and Activity
      5. References
    3. Chapter 6 - Acting, Movement, and Animation
      1. Thinking and Acting
      2. Stanislavski’s System
      3. Movement
      4. Animation Principles
      5. Animation Methods
      6. Mixed-Methods Animation
      7. Summary and Activity
      8. References
  6. Section III - Practice
    1. Chapter 7 - Control: The Aesthetics of Playable Characters
      1. Role Embodiment
      2. Role Fulfillment
      3. Role Projection
      4. Character Flow
      5. Summary
    2. Chapter 8 - Cast: The Aesthetics of the Virtual Ensemble
      1. Character Appeal
      2. Dependency
      3. Co-Protagonism
      4. Summary
    3. Chapter 9 - Complexity: The Aesthetics of Hyperreal Characters
      1. The Uncanny Valley
      2. The Turing Test
      3. Virtual Knowledge
      4. Conclusion
      5. References
  7. Glossary
  8. Ludography

Product information

  • Title: Virtual Character Design for Games and Interactive Media
  • Author(s): Robin Stuart Sloan
  • Release date: May 2015
  • Publisher(s): A K Peters/CRC Press
  • ISBN: 9781498760263