Nalazite se na CroRIS probnoj okolini. Ovdje evidentirani podaci neće biti pohranjeni u Informacijskom sustavu znanosti RH. Ako je ovo greška, CroRIS produkcijskoj okolini moguće je pristupi putem poveznice www.croris.hr
izvor podataka: crosbi !

Techniques and Styles of Animation in Videogames (CROSBI ID 647333)

Neobjavljeno sudjelovanje sa skupa | neobjavljeni prilog sa skupa

Barišić, Ilija Techniques and Styles of Animation in Videogames // Animafest Scanner III Zagreb, Hrvatska, 07.06.2016-08.06.2016

Podaci o odgovornosti

Barišić, Ilija

engleski

Techniques and Styles of Animation in Videogames

This paper aims to explore the influence of animation on videogames on two different levels: that of technology and of content. On the technological level, the main link between the two media is digital animation. However, videogames also employ older animation techniques, such as rotoscopy, stop animation, and claymation in particular, which, as I will show, indicates that the connections between the two media surpass pure digital coding and modelling. Furthermore, I intend to outline the convergence between the two media in historical perspective, from the technology that enabled raster and vector graphics of early video games and the first computer-animated films, to the most recent animation techniques, such as photogrammetry and motion capture. On the level of content, both major types of animation can be identified in videogames ; that is representational (mimetic or figurative) and non-representational (abstract or nonfigurative). Representational animation in videogames can further be subdivided into pictogram animation, in which objects are sketched on the low level of complexity, mostly because of the technological limitations of early videogames, and pictorial animation with far more detailed imagery. Non-representational or abstract animation can be subdivided into geometrical and transformative animation. Furthermore, videogames employ most of the styles of animated films. An overview of stylistic connections between videogames and animation surpasses the scope of a single paper, given that a majority of popular animated films are converted into videogames and vice versa. Therefore, my inquiry is focused on the most prominent styles of animation in videogames and excludes those games that merely adapt animated films directly or borrow characters and mascots from franchised products. Examples will include videogames made in the style of a prominent artist (e.g. Fleischer brothers), an animation studio (e.g. Pixar), a national tradition (e.g. anime), art movement (e.g. Surrealism), animated comics, etc. A brief summary of the dominant styles of animation in videogames will also show how videogames digitally simulate certain animation techniques so that they resemble the silhouette, puppet or cut-out animation.

video games, animation, media convergence

nije evidentirano

nije evidentirano

nije evidentirano

nije evidentirano

nije evidentirano

nije evidentirano

Podaci o prilogu

nije evidentirano

nije evidentirano

Podaci o skupu

Animafest Scanner III

predavanje

07.06.2016-08.06.2016

Zagreb, Hrvatska

Povezanost rada

Povezane osobe




Znanost o umjetnosti