• Title/Summary/Keyword: 게임캐릭터디자인

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A Game-Framework Design based on HTML5 using Design Patterns (디자인패턴을 적용한 HTML5 기반의 게임프레임워크 설계)

  • Kang, MyungJu
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.244-245
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    • 2015
  • 본 논문에서는 디자인패턴을 적용하여 액션게임 개발을 위한 HTML5 기반의 게임프레임워크 설계 방법을 제안하였다. 적용된 디자인패턴으로는 싱글톤디자인 패턴과 전략디자인 패턴으로, 전체 게임을 관리하는 Game Manager 클래스에는 싱글톤패턴을, 공격 형태에 따른 캐릭터 객체 생성을 위한 클래스에는 전략디자인 패턴을 적용하였다. 본 연구에서 제안한 프레임워크는 액션게임 개발뿐만 아니라 다양한 장르의 게임개발에도 적용할 수 있다.

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A Study Of On MMORPG Character Through Chinese Martial Art Character Feature (중국무협 캐릭터를 이용한 MMORPG캐릭터 연구)

  • Tang-jin, Tang-jin;chul-young, Choi
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.149-150
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    • 2016
  • 컴퓨터 게임은 이미 현대 문명에서 중요한 미디어산업으로 성장하였다. 그 중 신화를 다루는 무협 MMORPG는 전세계적으로 게임 산업에서 많은 비중을 차지하고 있다. 본 논문은 동양과 서양의 대표적인 MMORPG 속 캐릭터를 분석해 중국 무협 문화 요소의 응용에 대한 연구를 통해 게임 속 중국 무협 캐릭터 디자인의 장점과 국한성을 이해하고, 현재 중국 무협 MMORPG 시장의 밝은 전망을 토대로 MMOPRG 캐릭터 속 중국 무협 캐릭터 디자인의 특징을 도출해 내고자 한다. 이는 중국 MMORPG 시장이 세계속으로 파고들기 위한 중요한 기준점이 될것으로 사료된다.

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An Analysis on the Design of Motion-Sensing Game Role Selection GUI (체감형 게임에서 캐릭터 선택 GUI 디자인 분석)

  • Huang, HaiBiao;Zheng, LingJing;Ryu, Seuc-HO
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.383-387
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    • 2020
  • This paper studies the GUI design of motion-sensing game character selection. The game's GUI plays a role in transferring information in human-computer interaction. The purpose of this game player-oriented GUI design is to optimize the human-computer interaction, make the operation more user-friendly, reduce the user's cognitive burden, and better adapt to the user's operation needs. This paper combines examples to compare and analyze these three games from three aspects: text, color and form. In the existing motion-sensing game games, the character selection GUI has a design feature of high recognition and strong visibility. Finally, suggestions for GUI design of motion-sensing game games are given. It is hoped that in the future, reference materials will be provided for the GUI design of experience game character selection.

A study on RPG game character Design using Tang Dynasty Warrior cultural Prototype (당대(唐代) 무사 원형을 이용한 롤플레잉 게임 캐릭터 디자인 연구)

  • Yi, Sixiang;Lee, Dong Hun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.685-688
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    • 2008
  • Use the collection of Tang Dynasty warrior's image as a basic, and find the element to use. Analyse the RPG game character image's element, then put the warrior image's element into the game character design's process, in order to find a way to create a new game character.

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A Study on Using case of Bible character In the game Series (게임 시리즈 내 성경 속 캐릭터 활용사례 연구)

  • Shim, Sang-Uoo;Kim, GongSook
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.493-494
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    • 2018
  • 인디게임 시리즈의 게임 캐릭터 디자인의 특징에 대해 연구하였다. 성경 속의 캐릭터를 중심으로, 게임 내부에서 어떠한 모습으로 특정되고 구현되었는지를 알아보고, 신화적 텍스트를 이용한 게임들이 지향해야 할 방향을 제시하였다.

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Balance for Fighting System between Characters (캐릭터간의 대전 시스템을 위한 밸런스 구현)

  • Park, Chan-Il;Yang, Hae-Sool
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.23-30
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    • 2007
  • Game balance is an very important factor for game design, it is necessary factor to make game more fun. Most of game companies have been using their own balance method for successful game development. An efficient balance method always can't guarantee successful game development but it is true for game developer to need standard balance method for efficient game development. Fighting system between characters is mainly implemented in genre including action. Direct balance factors for fighting between characters are their characteristics and attack patterns. In this paper, We identify direct balance factors for game including fighting system between characters and propose mathematical method for it.

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A Formal Study on Game Character Preference through Game User Classification (게임 이용자의 특성 분류를 통한 게임 캐릭터 선호도에 관한 조형 연구)

  • Noh, Kyung-Hee;Lee, Tae-Il;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.23-31
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    • 2007
  • The study is to explore the ways to design game characters according to the tendency of game users by classifying game users and analyzing the relation between user classes and their preferences towards game characters. The study examines various user classifications based on users' engagement levels, and designs a user questionnaire from them. Based on the result of questionnaire analysis, the study redefines user classes and applies the formal elements of character design to draw on the relationships between user classes and their preferences.

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Affection of Game Character's Jumping Motion Factors on Visual Effects (게임 캐릭터의 점프 동작 요인이 시각적 효과에 미치는 영향)

  • Go, Hye-Young;Yoon, Seon-Jeong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.3-14
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    • 2011
  • In this paper, affection of jumping motion factors on visual effects are studied for game character's natural motion realization. First, 3 kinds of games that realize natural motions are selected and 4-types of characters jumping motions are captured from it. Then, the motions are measured using four fundamental principles of jumping as takeoff strength, landing impact, landing elasticity and flexibility, and measured in motion factors as time, distance, angle either. Finally, consistent characteristics of visual effects and motion factors on jumping motion are suggested. The study could be used to basic information for realization of character's natural jumping motion.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1333-1337
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    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.300-303
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    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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