• Title/Summary/Keyword: Game Character Design

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A study on character change of game graphics according to media coverage and diversity of technology (매체의 포괄성과 기술의 다양성에 따른 게임그래픽의 캐릭터변화 연구분석)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.287-292
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    • 2018
  • It's called masterpieces, which are made up of a lot of enthusiasts by adding a variety of configurations, high game quality, and colorful and realistic graphics. Since many classic games came out and disappear from the game companies, they have been revived in recent years as mobile. Although this phenomenon may have various hardware and software reasons, the present researcher intends to compare and analyze the graphical issues of the characters that can increase the game immersion by the user's autonomous selection among the factors for the immersion of the game. In addition to the birth of one of the most loved characters in the world among the characters of various games, it is considered to be a character who has developed the process of graphic and various expressive production centering on the character called Super Mario which shows various developments than the character in the game history of the world We will present various possibilities of development of game character through comparative analysis and research based on the character.

Game Character Image Generation Using GAN (GAN을 이용한 게임 캐릭터 이미지 생성)

  • Jeoung-Gi Kim;Myoung-Jun Jung;Kyung-Ae Cha
    • IEMEK Journal of Embedded Systems and Applications
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    • v.18 no.5
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    • pp.241-248
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    • 2023
  • GAN (Generative Adversarial Networks) creates highly sophisticated counterfeit products by learning real images or text and inferring commonalities. Therefore, it can be useful in fields that require the creation of large-scale images or graphics. In this paper, we implement GAN-based game character creation AI that can dramatically reduce illustration design work costs by providing expansion and automation of game character image creation. This is very efficient in game development as it allows mass production of various character images at low cost.

Study the graft method related to the design of monster character in games (게임 괴물 캐릭터 조형의 접목 방법에 대한 연구)

  • Sun, Shu-Ping;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.357-364
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    • 2015
  • Because of the unique images of monsters and people curious about the unknown things in the game, gamers escape from ordinary life to explore a whole new world of games in the virtual space. Gamers monster while dealing with characters that are not in the real world, I feel the joy and freshness, much to the popularity of these unique characters are gamers. Is the study of the game Monster character to now is still food that fell short, there is currently many games with the simple design by limiting the monster character design for simple figurative design in the characters monster representation of the figurative simple character designs is fulfilling the week The feed. To analyze the convergence of the monster character design in various ways and to apply the formative apply thoughtful design of the monster characters. This study combines research with a multidisciplinary approach based on the traditional image of the monster character image.

A Study on Static Balancing Design of RPG Game Characters (RPG 게임캐릭터의 정적 발란싱 디자인에 관한 연구 -World of Warcraft의 종족별 캐릭터의 정적요소를 중심으로-)

  • Kim Jae-Joon;Kim Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.100-106
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    • 2005
  • It has been attempted to approach a method to develop games efficiently. Many companies in game industries have their own developing process. A efficient game developing process or manufactory tools doesn't show the successful development, but it is necessary to propose the typical design method on viewpoint of game developer. In this paper, we propose how we solve RPG game character balancing problem in order to derive the balancing design to be applicable on a game. We will approach to game balancing design based on experienced experiments through balancing analysis of game character in RPG genre.

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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.

An analysis of DIY Character System of Mobile Game (모바일 게임의 DIY 캐릭터 시스템 분석)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.423-429
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    • 2016
  • Character customization means a series of processes to build a characters. Mobile character customizing system is very scarce than Online RPG system qualitatively or quantitatively. In this paper, I will propose some effective elements about A DIY character system that must be suitable for the mobile environment system. The reasons why Select System is mainly used as the customizing system in RPG are as follows; First, the screen of a mobile device is small; Second, it is due to the space-time characteristics with which mobile games are played. In the middle of playing a game, a customizing system should be adopted in order for players not to feel bored. In addition, avatar's costumes should be continually updated.

Design of Secure Game Character Migration System Between Online Game Servers using Dual Signature (이중 서명을 이용한 온라인 게임 서버 간의 안전한 게임 캐릭터 이주 시스템 설계)

  • Suk, Jin-Weon;Lim, Ung-Taeg
    • Journal of Advanced Navigation Technology
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    • v.14 no.6
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    • pp.882-889
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    • 2010
  • The development of network technology has made rapid growth for online gaming industry on the Internet. Recently, game players have been wanting for a free migration on the game character for game player managed by online game servers of different types. Existing research on the acceptance of the game players demands have suggested migration model of the game character. However, the game Character Migration Process between the game server of different types migration is focused only, and safety issue that is necessary in an online transaction is overlooked. Therefore, ensure the safety of transactions information and when a dispute arises is necessary countermeasures. In this paper, Secure game Character Migration System (SCMP) using dual signature method when migrating game characters between the game servers of different types based on existing research is propose and looks to examine the safety.

Game Storytelling System in View of Character-centered Standpoint (캐릭터중심 관점에서 본 게임스토리텔링 시스템)

  • Kim Mi-Jin;Yoon Sun-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.416-422
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    • 2005
  • The feature of digital media's interactivity made the traditional storytelling to be evolved into a new concept of digital storytelling. Unlike films or animations, games' storytelling takes open-ended design method; thus, it is possible to create unlimited number of stones within a game depending upon the decisions of player characters. In this paper, a character-centered game storytelling system of a highly story-based RPG genre will be reviewed, and, it analyzes case studies of how a character with various story values can interact with its background story, virtual game world, and many events in its game storytelling system. Game storytelling structure and game mechanics are related to each other very closely. Therefore, it is possible to control the player's overall movement as the character's story develops according to a predictable structure or situation.

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Communications of Emotions with Character Movements (캐릭터의 움직임을 통한 감성 커뮤니케이션)

  • Shim, Shin-Hae;Lee, Tae-Il;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.33-42
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    • 2007
  • Advanced technologies and techniques make it possible to express digital animation with higher quality. Characters in the virtual animation space are playing an important role in emphasizing the human audiences or interacting directly with them. The movement of characters gives them vital power, and shows their intentions and emotions. To analyze the emotion of character movements, the study develops basic movement sources based on Laban's property elements of movement such as time, space, and flow, and tries to find the relationship between their movements and the emotions they arouse by positioning them on Plutchik's emotional circle. We find that each element of 9 movements represent its own emotion consistently, and has influence on the intensity of emotions clearly.

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An Implementation of Mobile Game using JBox2D Physics Engine in Android Platform (안드로이드 플랫폼에서 JBox2D 물리 엔진을 이용한 모바일 게임구현)

  • Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.6
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    • pp.119-126
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    • 2011
  • As a software component for computer game, the physics engine simulates objects' movement according to the laws of physics. This paper introduces a design and implementation of mobile game on the Android platform, where we used JBox2D physics engine library and Android graphics APIs. We borrowed the key idea of this game from Crayon Physics which is known as a famous PC game. This game starts with no way from user character to destination character. The game user has to make a way to destination character from user character by creating polygon objects between them. The user wins when user character meets destination character. However, the game user has to decide the time to create objects and their shapes well because all objects in this game are governed by the laws of physics. As an important thing of this paper, we introduced into this game new input methods of LCD touch and sensors embedded in mobile devices but not in PCs. Game users can create objects by drawing polygons with LCD touch and move objects or characters according to sensor values from accelerator sensors by tilting the mobile device.