게임 캐릭터 제작을 위한 게임 크리쳐 제작에 관한 연구
A Study on the Development of Game Creatures for Masking Game Characters
0
조회
0
다운로드
1
인용
0
참고문헌
키워드
초록
This study proposed the development of creatures for making game characters. A creature is a living being and it comprehends everything including the real world, the universe, and virtual worlds. Creatures are characterized by creation and transformation, and they complete game characters. Completed character creatures can be used in games, animations, movies, comics, smart phone games, etc. There are various materials of creatures including plants, birds, mammals, and humans, and these materials can be expressed as game creatures and used in making game characters. In this study, creatures were developed in the forms of bird, mammal, and human. Combined with game background, game characters generated from such creatures produce game contents that are usable in various areas. This study suggests developing more diverse creatures to be utilized in areas where game contents are required.
Abstract
This study proposed the development of creatures for making game characters. A creature is a living being and it comprehends everything including the real world, the universe, and virtual worlds. Creatures are characterized by creation and transformation, and they complete game characters. Completed character creatures can be used in games, animations, movies, comics, smart phone games, etc. There are various materials of creatures including plants, birds, mammals, and humans, and these materials can be expressed as game creatures and used in making game characters. In this study, creatures were developed in the forms of bird, mammal, and human. Combined with game background, game characters generated from such creatures produce game contents that are usable in various areas. This study suggests developing more diverse creatures to be utilized in areas where game contents are required.
참고문헌 (12)
- Yuehu Liu, "A Parameterized Representation for the Cartoon Sample Space", Advances in Multimedia Modeling, Lecture Notes in Computer Science, 5916, pp.767~772 (2010)
- P. Barla, "X-Toon:an Extended Toon Shader", Proceedings of the 4th International Symposium on Non-Photorealistic Animation and Rendering (NPAR'06), pp.127~132 (2006)
- Amy Gooch, "A Non-Photo realistic Lighting Model For Automatic Technical Illustration", Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH'98), pp.447~452 (1998)
- C. DeCoro, "Stylized Shadows", Proceedings of the 1st International Symposium on Non-Photo realistic Animation and Rendering (NPAR'07), pp.77~83 (2007)
- M. Harris, "Stylized Rendering Techniques For Scalable Real-Time 3D Animation", Proceedings of the 1st International Symposium on Non-Photo realistic Animation and Rendering(NPAR'00), pp.13~20 (2000)
- 박병철, "IT산업에 나타난 캐릭터 이미지에 관한 연구 - 게임산업을 중심으로 -", 디지털디자인학연구, 13(4), pp.415~426 (2013), 한국디지털디자인학회
- 주헌식, "모션그래픽을 이용한 다양한 콘텐츠 제작 표현 기법에 관한 연구", 한국컴퓨터게임학회논문지, 25(4), pp.1~15 (2012), (사)한국컴퓨터게임학회
- 양희경, "게임 캐릭터의 사실적인 연필 렌더링 기법", 한국컴퓨터게임학회논문지, 2(23), pp.49~59 (2010), (사)한국컴퓨터게임학회
- 양희경, "게임을 위한 화염의 비사실적 렌더링 기법", 한국컴퓨터게임학회논문지, 25(4), pp.17~26 (2012), (사)한국컴퓨터게임학회
- 양희경, "예술적 동영상 렌더링을 위한 템플릿 기반 노이즈 생성기법", 한국컴퓨터게임학회논문지, 26(2), pp.179~186 (2013), (사)한국컴퓨터게임학회
- Y. S. Kang, "3D Image Capturing and 3D Content Generation for Realistic Broadcasting", Journal of Korea Society for Smart and Media, 1(1), pp.10~16 (2012)
- 정형원, "온라인 게임에 있어서 과몰입의탐색적 요인에 관한 연구", 한국컴퓨터게임학회논문지, 25(3), pp.129~137 (2012), (사)한국컴퓨터게임학회
