Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Proceedings of the third Nordic conference on Human-computer interaction
Intelligent lighting for a better gaming experience
CHI '05 Extended Abstracts on Human Factors in Computing Systems
A foundation for emotional expressivity
DUX '05 Proceedings of the 2005 conference on Designing for User eXperience
Visual attention in 3D video games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Projecting tension in virtual environments through lighting
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Oblique reflections: software art & the 3D games engine
Proceedings of the 2006 international conference on Game research and development
Towards Emotional Characters in Computer Games
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
ACM SIGGRAPH ASIA 2009 Courses
Game design guided by visual attention
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
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Design Patterns help a range of designers, architects, and others. However, there is surprisingly little such guidance for game artists. In this paper, we present our look at late 19th century art works and the emergent set of visual features commonly used to create an atmosphere of horror in visual art. Further, we show how we transformed these features into a set of seven patterns to be used in interactive artistry, based on an analysis of six well known survival horror games. Finally, we provide the full description of one of these patterns, the Visual Contrast.