Dynamic Visual Variance For Believable Game Worlds - 7 Angebote vergleichen
Bester Preis: € 40,66 (vom 27.10.2019)1
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Dynamic Visual Variance For Believable Game Worlds (2015)
DE PB NW RP
ISBN: 9783659712739 bzw. 3659712736, in Deutsch, LAP Lambert Academic Publishing Jun 2015, Taschenbuch, neu, Nachdruck.
Von Händler/Antiquariat, AHA-BUCH GmbH [51283250], Einbeck, Germany.
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. 108 pp. Englisch.
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. 108 pp. Englisch.
2
Dynamic Visual Variance For Believable Game Worlds (2015)
~EN PB NW
ISBN: 9783659712739 bzw. 3659712736, vermutlich in Englisch, LAP LAMBERT Academic Publishing, Taschenbuch, neu.
Lieferung aus: Österreich, zzgl. Versandkosten.
Dynamic Visual Variance For Believable Game Worlds 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. 13.06.2015, Taschenbuch.
Dynamic Visual Variance For Believable Game Worlds 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. 13.06.2015, Taschenbuch.
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Dynamic Visual Variance For Believable Game Worlds (Paperback) (2015)
DE PB NW RP
ISBN: 9783659712739 bzw. 3659712736, in Deutsch, LAP Lambert Academic Publishing, Taschenbuch, neu, Nachdruck.
Lieferung aus: Vereinigtes Königreich Großbritannien und Nordirland, Versandkostenfrei.
Von Händler/Antiquariat, The Book Depository EURO [60485773], London, United Kingdom.
Language: English Brand New Book ***** Print on Demand *****.
Von Händler/Antiquariat, The Book Depository EURO [60485773], London, United Kingdom.
Language: English Brand New Book ***** Print on Demand *****.
4
Dynamic Visual Variance For Believable Game Worlds
~EN PB NW
ISBN: 9783659712739 bzw. 3659712736, vermutlich in Englisch, LAP Lambert Academic Publishing, Taschenbuch, neu.
Lieferung aus: Deutschland, Versandkostenfrei.
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
5
Symbolbild
Dynamic Visual Variance For Believable Game Worlds
DE NW
ISBN: 9783659712739 bzw. 3659712736, in Deutsch, neu.
Lieferung aus: Deutschland, zzgl. Versandkosten.
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
6
Dynamic Visual Variance For Believable Game Worlds
~EN NW AB
ISBN: 9783659712739 bzw. 3659712736, vermutlich in Englisch, neu, Hörbuch.
Lieferung aus: Österreich, Lieferzeit: 5 Tage, zzgl. Versandkosten.
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
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