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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
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