The following is a study into the understanding of the modularity and visual production pipeline used by many modern major gaming companies, as well as a study of constructing engaging player environments. By using modularity in environment creation, production teams can create levels and environments faster and more efficiently by cutting down overall development time. Modularity and reusable assets can become more obvious to players when exploring the environment when similar meshes and scenes are depicted more than once. The result of this repetition dissolves player immersion and environment credibility. By incorporating key game construction techniques, the altered production pipeline and additions will grant the level designer, environment artists, and overall production team greater capability to break up the static feeling of modular design. As this thesis will demonstrate, by using and combining three specific construction techniques—vertex blending, shader controls, and displacement—the modeler, texture artist, environment artist, and level designer will have more direct control of the final outcome of the environments and levels they can create.
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Clinton Crumpler is currently an environment artist located in Austin, Texas with a primary focus in environment art, shader development, and art direction. Clinton has work at several studios ranging from AAA to mobile games and also has released multiple video tutorial collaborations.
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Taschenbuch. Zustand: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The following is a study into the understanding of the modularity and visual production pipeline used by many modern major gaming companies, as well as a study of constructing engaging player environments. By using modularity in environment creation, production teams can create levels and environments faster and more efficiently by cutting down overall development time. Modularity and reusable assets can become more obvious to players when exploring the environment when similar meshes and scenes are depicted more than once. The result of this repetition dissolves player immersion and environment credibility. By incorporating key game construction techniques, the altered production pipeline and additions will grant the level designer, environment artists, and overall production team greater capability to break up the static feeling of modular design. As this thesis will demonstrate, by using and combining three specific construction techniques-vertex blending, shader controls, and displacement-the modeler, texture artist, environment artist, and level designer will have more direct control of the final outcome of the environments and levels they can create. 108 pp. Englisch. Bestandsnummer des Verkäufers 9783659712739
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Zustand: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Autor/Autorin: Crumpler ClintonClinton Crumpler is currently an environment artist located in Austin, Texas with a primary focus in environment art, shader development, and art direction. Clinton has work at several studios ranging from AAA to mobi. Bestandsnummer des Verkäufers 159144105
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Taschenbuch. Zustand: Neu. This item is printed on demand - Print on Demand Titel. Neuware -The following is a study into the understanding of the modularity and visual production pipeline used by many modern major gaming companies, as well as a study of constructing engaging player environments. By using modularity in environment creation, production teams can create levels and environments faster and more efficiently by cutting down overall development time. Modularity and reusable assets can become more obvious to players when exploring the environment when similar meshes and scenes are depicted more than once. The result of this repetition dissolves player immersion and environment credibility. By incorporating key game construction techniques, the altered production pipeline and additions will grant the level designer, environment artists, and overall production team greater capability to break up the static feeling of modular design. As this thesis will demonstrate, by using and combining three specific construction techniques-vertex blending, shader controls, and displacement-the modeler, texture artist, environment artist, and level designer will have more direct control of the final outcome of the environments and levels they can create.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 108 pp. Englisch. Bestandsnummer des Verkäufers 9783659712739
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Taschenbuch. Zustand: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - The following is a study into the understanding of the modularity and visual production pipeline used by many modern major gaming companies, as well as a study of constructing engaging player environments. By using modularity in environment creation, production teams can create levels and environments faster and more efficiently by cutting down overall development time. Modularity and reusable assets can become more obvious to players when exploring the environment when similar meshes and scenes are depicted more than once. The result of this repetition dissolves player immersion and environment credibility. By incorporating key game construction techniques, the altered production pipeline and additions will grant the level designer, environment artists, and overall production team greater capability to break up the static feeling of modular design. As this thesis will demonstrate, by using and combining three specific construction techniques-vertex blending, shader controls, and displacement-the modeler, texture artist, environment artist, and level designer will have more direct control of the final outcome of the environments and levels they can create. Bestandsnummer des Verkäufers 9783659712739
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Taschenbuch. Zustand: Neu. Dynamic Visual Variance For Believable Game Worlds | Clinton Crumpler | Taschenbuch | 108 S. | Englisch | 2015 | LAP LAMBERT Academic Publishing | EAN 9783659712739 | Verantwortliche Person für die EU: OmniScriptum GmbH & Co. KG, Bahnhofstr. 28, 66111 Saarbrücken, info[at]akademikerverlag[dot]de | Anbieter: preigu. Bestandsnummer des Verkäufers 104605846
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