Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
An interaction framework for scenario-based three dimensional environments
Proceedings of the 3rd Australasian conference on Interactive entertainment
True story: dynamically generated, contextually linked quests in persistent systems
Future Play '07 Proceedings of the 2007 conference on Future Play
Exploring emotions and multimodality in digitally augmented puppeteering
AVI '08 Proceedings of the working conference on Advanced visual interfaces
A tool for adaptive lighting design
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Designing spatial story-telling software
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
The influence of implicit and explicit biofeedback in first-person shooter games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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From the Publisher:David Freeman brings you the insider scoop on how to apply the emotioneering techniques he's so well known for. David's techniques are a highly sought after feature in games because they greatly increase a players level of immersion and involvement which is key to a games success in today's market. David teaches readers how to identify and apply his techniques so that they can apply these same techniques and better their games. His techniques include dialog and plot deepening, game repeatability, game and player transitioning, non-player character (NPC) arc, NPC to NPC chemistry, relationship building, among many others. Part 4 of this book is an entire section of case studies from well-known games like Grand Theft Auto III, Elite Force, American McGee's Alice, and Thief 1. Through these games, David teaches the reader how to identify specific techniques and then understand how they are applied so that the reader will be able to duplicate the skill in their games. For the highly visual elements in this book there are a 16 page 4-color section and a 4-color fold out card.