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Game Design, Development, and Technology

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Presentation on theme: "Game Design, Development, and Technology"— Presentation transcript:

1 Game Design, Development, and Technology
CS 382 Game Design, Development, and Technology 3D Modeling & Environments Player Focus Camera Placement Splines Level of Detail Parts

2 3D Modeling Effective placement of characters and objects within a 3D game environment can determine the scene’s emotional impact. The three characters on the left tilt the weight of the composition in their direction. Enlarging the isolated character gives him more weight and helps the player focus on him. Part 6.2 3D Modeling Page 206

3 Framing The Focus The action can also be framed to lead a player’s eye to a particular feature, like the V-shaped framing of the heads in this scene, which helps the player focus on the central character. Part 6.2 3D Modeling Page 207

4 Camera Placement The emotional content of a scene can be greatly enhanced by the strategic placement of the camera. This side shot doesn’t evoke a particular sense of danger... …but pointing the camera down the pit changes everything! Part 6.2 3D Modeling Page 208

5 Camera Lows & Highs Similarly, placing a camera low and shooting up at a character tends to make the character look large and menacing, while keeping the camera high makes characters seem more helpless and insignificant. Part 6.2 3D Modeling Page 209

6 Splines Linear curves and surfaces can look rather chiseled…
Quadratic curves and surfaces are difficult to control with respect to first derivative discontinuities… So cubic curves and surfaces are the simplest means of generating images without obvious discontinuities… Part 6.2 3D Modeling Page 210

7 Free Form Deformation Patched bicubic surfaces can be bent in a “natural” manner by embedding a polygonal mesh of control points and then recalculating the bicubic patches whenever the control mesh is altered. Part 6.2 3D Modeling Page 211 The semi-transparent rectangular solids form 3-D control meshes.

8 Wall Motifs The form, scale, and inclination of a 3D wall tend to arouse certain motion impulses in game players. Invokes a “follow along” movement “Stay still & gaze upward” “Advance” “Retreat” “Downward” “Over” “Neutral” Part 6.3 3D Environments Page 212

9 Down-Sampling Meshes For LOD
Level-of-detail can be automated by pre-calculating a bicubic mesh and “down-sampling” the mesh (i.e., skipping certain rows and columns of control points) when less detail is required. Wireframe & Rendered Quake 3 Level Down-Sampled Version Of Same Scene Part 6.3 3D Environments Page 213


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