In recent years, many character designs made for movies and video games have been carried out using complex computer-based processes. User-friendly software has made it easier to produce high computation artwork and multiple texture maps.
With higher graphic performance provided by rapidly improving hardware, the continuing demand for innovation poses new requirements for the entertainment industry.
Science fiction (sci-fi) in video games and movies has limitless capabilities, and can be created to achieve a wide variety of visual goals.
One important argument presented in this thesis is that science fiction stories, unlike the related genre of fantasy, have historically intended to have at least a faint grounding in science-based fact or theory at the time the story was created. However, this connection has become tenuous, or even non-existent, in much of today’s science fiction.
The author of this paper studied character design, and analyzed examples from the fields of robotics and prosthetics, as well as innovations in military technology, followed by experiments with different approaches to construct better detail and character elements in 3D.
This research aims to explore the combining of the need for innovation in character design, with the possibilities derived from 3D art and other substantive technologies.
Visual Communication Design (MFA)
Department, Program, or Center
School of Design (CIAS)
Dong, Kun, "Not a Prediction of the Future: Believable Sci-fi Character Design Based on Present Day Technology" (2016). Thesis. Rochester Institute of Technology. Accessed from
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