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Additional
Gamasutra
Resource Guides:
Mobile
Games Resource Guide [09.17.01] Cell phones
and other mobile platforms have reached mass market penetration
in many areas around the world, and games are certainly one
of the most popular services offered. The tremendous success
that NTT Docomo is enjoying with iMode in Japan has convinced
countless developers that there's money and success to be
had in the mobile market. Gamasutra's Mobile Game Resource
Guide offers insight on designing for WAP, programming J2ME,
a mobile game postmortem, the state of the industry, and more.
Level
Design Resource Guide [07.16.01] Gamasutra
kicks off the second in a series of in-depth Resource Guides
with an examination of the level design process. How does
architecture relate to level design? How does a level designer
create a player vocabulary? What are the building blocks of
successful levels? Where can we go for inspiration? Duncan
Brown, Steve Chen, Paul Jacquays, Ivan Beram, Brett Johnson,
and Tito Pagan answer all these questions and more in Gamasutra's
Level Design Resource Guide.
Game
Audio Resource Guide [05.15.01] Gamasutra's first
Audio Resource guide presents a series of features covering
the spectrum of game audio: Audio in the Diablo series,
adaptive poetry, audio in kids' games, interactive music sequencer
design and the Game Audio Gallery.
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Building
Character: An Analysis of Character Creation by Steve Meretzky
When
we talk about creating a character in a game, we're usually talking
about characterization, which is everything observable about a character:
what they look like, sound like, how they move, how they dress,
intelligence, attitude, career, and so forth. Character, on the
other hand, refers to what's underneath the human heart,
the essential nature. Remember the two things you're trying to do
with a character: make an enjoyable and interesting character that
a player will want to adopt into his or her life for the next few
weeks or months, and create a character that will be different and
memorable enough to help you cut through the clutter of the several
thousand other games that you'll be competing with for shelf, magazine,
and player-awareness space. So at this point try to think, what's
interesting? What's cool? What hasn't been done before?
Exorcising
Satan's Rotoscope: Motion Capture from an Animator's Perspective
by David Stripinis Motion capture. Perhaps no single technology
frightens animators more. Whether it's the technical hurdles or
the perception that it will put them out of a job, many animators
have a fear and loathing of motion capture. The truth is animators
have nothing to fear from mocap -- except avoiding it. That will
definitely lead to putting you out of a job. Within the coming generation
of video games, nearly every title will involve at least a modicum
of captured motion. Animators will need to learn to embrace motion
capture,to co-exist with it. Simple cycles baked out at 15 frames
a second won't really do the job anymore. Animators must find a
way to fulfill the desire of gamers to see motion as realistic as
the character models being animated while satisfying the budget
requirements of the project.
The
Basics of Designing
and Creating
Low
Polygon Models
by Chad Walker Detail
is an important part of creating loy poly models, but the main goal
is to always be aware of the big picture. You may find yourself
modeling a fingernail and forgetting that you only gave the character
only three fingers. This could be a problem. Occasionally get up
from your desk walk back about 4 or 5 feet and look at your model
from a distance. Check to see if the character looks good, has shape;
see if you can clearly make out what makes your character distinctive.
Chad Walker takes you the basic steps used to design and create
low polygon models.

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