Abstract

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.

Library of Congress Subject Headings

Video game characters--Design; Science fiction films--Authorship; Computer art; Characters and characteristics in art

Publication Date

12-2016

Document Type

Thesis

Student Type

Graduate

Degree Name

Visual Communication Design (MFA)

Department, Program, or Center

School of Design (CIAS)

Advisor

Marla Schweppe

Advisor/Committee Member

Shaun Foster

Advisor/Committee Member

David Halbstein

Comments

Physical copy available from RIT's Wallace Library at GV1469.34.C48 D66 2016

Campus

RIT – Main Campus

Plan Codes

VISCOM-MFA

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