Visual Design and Games
Visual composition is an elusive yet very important concept in the development of digital games. Visual composition choices include the choices of lighting color, brightness, direction, tone, and motion (both camera, object and emphasis motions). All these elements shape the game experience. Designers spend a large amount of time carefully setting up these elements as they serve many functions, including affective, aesthetic, dramatic and functional in terms of guiding the player through the experience. While there has been some work on visual composition within traditional media, and while game developers and practitioners talk about their craft and design in conferences, such as GDC, there has been very little study of visual composition in games. A study and formal understanding of visual composition is essential as it allows adaptive systems and procedural development within games – areas that are starting to appear as important areas within the game community. This project explores this particular area in depth.
Collaborators: Lyn Bartram, Simon Fraser University, Vancouver, BC, Canada
PhD Student: Simon Fraser University (David Milam and Dinara Moura)
1. Magy Seif El-Nasr, Thanos Vasilakos, Chinmay Rao, Joseph Zupko. Dynamic Intelligent Lighting for Directing Visual Attention in Interactive 3D Scenes, IEEE Transactions on Computational Intelligence and AI in Games, Vol 1, No. 2, 2009. [Work supported by NSERC] [pdf]
2. Magy Seif El-Nasr, Jacki Morie, Anders Drachen. A Scientific Look at the Design of Aesthetically and Emotionally Engaging Interactive Entertainment Experiences. In Didem (Editor). Affective Computing and Interaction: Psychological, Cognitive and Neuroscientific Perspectives, Information Science Publishing, IGI Global, Pennsylvania, USA, 2010. [Work supported by NSERC] [ get the book ]
3. Magy Seif El-Nasr, Joseph Zupko, Chinmay Rao, and Priya Almeida. Intelligent Adaptive Lighting - Enhancing the Video Game Experience. In Calero, P. (Editor). Applied Research in Artificial Intelligence for Computer Games. Springer, Germany, 2011. [Work supported by NSERC and Penn State] [ Read on Springer online ]
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