#3D Product Visualisation
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FLOOR LAMP
Computer-Generated Imagery is increasingly used in product marketing to create highly realistic visual representations of products. It allows marketers to showcase items in perfect lighting, environments, and angles that may be challenging or expensive to capture with traditional photography. CGI also provides flexibility for rapid design iterations, product customization, and immersive 3D visualizations, helping brands engage customers more effectively and bring their product concepts to life before physical production.
#cgi#3dvisualization#3d#3d modeling#furniture rendering#furniture cgi#3d furniture rendering services#3d furniture rendering#furniture rendering services#cgi furniture#furniture 3d rendering#3d rendering furniture#rendering furniture#3d furniture modeling services#virtual furnishing#3d product rendering services#3d product visualization services#3d product rendering#product rendering#3d product rendering company#3d product visualization#photorealistic 3d furniture#product cgi#3d product visualisation#3d modeling rendering#3d modelling service#virtual furniture
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3D Product Visualisation
Explore the dynamic world of 3D product visualization with Persius Creative. Revolutionize your product showcasing with stunning lifelike renderings that captivate your audience. From intricate details to immersive experiences, 3D product visualization takes marketing to new heights. Dive into the future of visual storytelling with Persius Creative.
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Boost your online sales with high-quality product visualization for e-commerce. Showcase every detail, enhance customer experience, and drive more conversions with visuals that make your products shine!
#Jewelry visualisation services#jewelry product visualization services#jewelry visualization services#jewelry visualization company#3d jewelry visualization#3d product visualization#3d product visualization services
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#3d Animation#3D Animation Studio#3D Animation for Product Industry#visualisation#3d product visualization services
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Discover E-Retouching India's advanced jewelry visualization services for stunning, lifelike product displays. Enhance your ecommerce with our expert 3D product visualization solutions.
#3d product visualization services#product visualization for ecommerce#jewelry visualization#jewelry visualisation services#jewelry product visualization services
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#Constantin Bolimond#3D#Cinema 4D#Octane Render#Heinz Bloody Mary#Invented product#packaging#Graphic Design#Product visualisation#visualization
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Unitedprint.com Collaborates With Pexels.com
Unitedprint.com, a prominent e-commerce technology company, has recently unveiled several innovative enhancements for its brands, Easyprint.com and print24.com. These updates include the launch of interactive 2D and 3D product preview visualizations, a strategic partnership with Pexels.com (a subsidiary of Canva.com), and the availability of more than 12 million premium design templates for its users.
Partnership with Pexels.com:
Unitedprint.com is collaborating closely with Pexels.com, a Canva.com company, to expand the offerings of Easyprint. This partnership grants Easyprint access to 3 million royalty-free stock images, which users can utilize for their individual projects without any cost or restrictions. Fabian Frenzel, the CEO of Unitedprint.com SE, emphasizes that this collaboration empowers customers to elevate their creativity to new heights at no expense.
Over 12 Million Design Templates:
Easyprint.com now offers a vast library of over 12 million free design templates. Users have the freedom to use these templates not only for traditional print products like flyers, postcards, and business cards but also for a wide range of digital products. Whether it's designing digital invitations, greeting cards, or social media posts, the options are virtually limitless.
Read More - https://bit.ly/3ESncdj
#Unitedprint.com#Pexels.com#Augmented Reality (AR)#3D Visuals#Digital Retail Platforms#2D And 3D Product Preview Visualisations
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Imagination as the Ultimate Reality: Unveiling "I AM" as the Creator of All Existence
I have revamped an old post with my new updated beliefs, after extensively studying the I AM.
Introduction:
The “I AM” birthed the entire Omniverse, there are an infinite and limitless number of realities that exist within the entire Omniverse, so that the “I AM” can experience itself in limitless and infinite ways. “I AM” observes every reality created simultaneously through the lens of every being of the entire Omniverse. Every being in the entire Omniverse is a unique aspect of the “I AM” experiencing itself. Ultimately everything is still One with the “I AM.” Everything that we ever experience is a product of imagination. When I talk about imagination, I’m not referring to visualisation, that is a manifestation technique. Imagination are concepts that you create in your mind through thoughts and assumptions with words, inner audio, images, etc. Imagination comes from the “I AM” (us), and it is never separate from the “I AM.” Creation is already finished, therefore everything we can (or can’t) possibly imagine already exists in the entire Omniverse. Imagination is infinite and limitless, even things we can’t possibly imagine within the human mind already exist in the entire Omniverse. As there are an infinite and limitless number of realities, there are an infinite and limitless amount of possibilities in the entire Omniverse. Since everything is One with “I AM” there’s no separation of “4D” (imagination) vs. “3D” (senses), there’s only one Imagination. So, there’s no such thing as “3D reflecting the 4D” because everything is one Imagination aka “I AM” (us). Therefore, reality shifting/manifesting is always instant, there’s no failure, separation, process, lacking, or “time delays.” Imagination is both mental and physical. Since the “3D” is imagination and not separate from “I AM” it isn’t something you need to change externally or even external from you, it resides within you as “I AM.” All you need to do is change how you identify with your “I AM” and then the "3D" changes accordingly instantly because it's YOU as "I AM". Therefore you are the “I AM” experiencing itself as the entire Omniverse through imagination.
Scientific Evidence
Harvard Study
A group of researchers conducted an experiment consisting of volunteers who couldn’t play the piano. They were split into three groups, then tested, and had their brain scans taken and analyzed. The goal was to compare brain scans of people physically learning to play the piano vs those who imagined it in their minds. For five days, the first group learned how to physically play the piano, the second group were put in a room with the piano but didn’t do anything with it, and the third group were put in a room with the piano but had to imagine learning playing the piano. After 5 days, the brain scans were conducted and showed that the brain structure of the second group didn’t change at all. However, shockingly enough the first (physically learned to play the piano) and third group (imagined learning to play the piano) showed very similar structural changes of the brain associated with finger movement. This shows that imagination can restructure and rematerialise matter within the “3D” and that the “3D” is imagination that is within us as well.
The Observer Effect
There are an infinite array of electrons existing simultaneously with an infinite amount of possibilities in the boundless invisible field of energy. The electrons remain in their wave state until they are observed by the Observer (“I AM” which is us). These waves of electrons are “everything” and “nothing” and “everywhere” and “nowhere” simultaneously until they are observed. In other words, as “I AM” if we decide to experience anything through our imagination then we essentially manipulate the “3D” via reality shifting/manifesting. The “I AM” (us) exist as everything, everywhere, all at once, and nothing simultaneously in the entire Omniverse until we focus on what we want to experience through imagination and then we manifest/reality shift. This shows how creation is always finished, meaning we already have what we want/are in our DR right now simultaneously no matter what!
Matter vs Empty Space
Everything in the entire universe is made of matter and empty space, which is a type of energy. Matter is atoms, the foundation of existence itself and it’s what we experience with our 5 senses aka the “3D.” The percentage of actual matter in the Universe is less than 0.0000000004%. However the percentage of empty space is 99.999999996%. This means that the world we live in is mostly energy (imagination). Therefore, imagination is interacting with 99.9999999996% of the universe, you just don’t see it. What you see from the perspective of the “3D” is less than 0.000000004% of what is actually happening. This proves that the “3D” is simply imagination and super malleable.
What to do with this Information
You may ask, how do you utilise this information for reality shifting/manifesting? Now you understand that there’s no separation between “3D vs 4D” and it’s all one imagination coming from “I AM” (us). All you need to do is:
1. Make a decision, it’s as simple as stating “I am in my DR/I have____”
2. You’re in your DR/have your desire right now no matter what. Stick to that decision no matter what with the knowing that creation is finished and you are “I AM” that is simultaneously everything, everywhere, all at once and nothing in the entire Omniverse.
Remember you already are in your DR/have whatever you desire right now no matter what the moment you make that decision. Reality shifting/manifesting is always instant, there’s no such thing as a "process," “lacking,” “separation”, “struggling”, “time delays”, or “failure.” It is impossible to wait, lack, struggle, or fail as the infinite, eternal, omnipotent, limitless “I AM.” It’s that simple, stand firm in the decision and then the “3D” (which is still just you as “I AM” and still imagination) conforms accordingly instantly. You already are in your DR/have what you want as the “I AM” that is simultaneously everything, everywhere, all at once, and nothing in the entire Omniverse.
How I personally view reality shifting/manifesting
In regards to reality shifting I used to believe in the Omniverse as something outside of us. Now I see the Omniverse as within us and not separate from us, after all everything comes from and is one with “I AM” (us). I believe that when you reality shift and manifest you as “I AM” are simply manipulating your reality. I don’t see it as you “going” or “leaving” your awareness to another reality, I see it as “bringing” your DR to you instantly. Your DR is not outside of you or separate from you, it is already within you as you are the “I AM” that birthed the entire Omniverse experiencing itself. You already are in your DR, you just need to become aware of your DR. Reality is malleable like clay, it is constantly moulding and shaping, based on your imagination, assumptions, decisions, and intentions to shift and manifest as “I AM.” It is merging with other realities like a seamless transition from your CR to DR instantly. The moment you have decided you are in your DR, you have become aware of your DR and you are there right now. Congratulations! With that decision you have officially shifted to your DR instantly! You (“I AM”) are not leaving or going anywhere, you're simply manipulating your reality to your liking instantly, like a living lucid dream or a customisable Sims game from a choice of infinite and limitless realities in the entire Omniverse. All realities in the entire Omniverse exist simultaneously that you can shift to at any time instantly because time is an illusion.
Posts I used as reference:
#loassumption#law of assumption#loa tumblr#reality shifting#shiftblr#shifting#desired reality#loass post#loassblog#loassblr#loa blog#loablr#shifting community#omniverse#the i am#reality shifter#shifting blog#shifting realities#manifesting#imagination#imagination creates reality
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I MANIFESTED MY APPLE BOTTOM JEANS!!!
Method: Robotic Manifestation and Quick Visualisation
- I started repeating to myself “I love my new jeans” “I look so good in my Apple Bottoms”
- Every time I thought about the jeans I tried to quickly visualise myself wearing them, posing in the mirror and making tiktok’s with them, I tried to think about the texture or the jeans in my skin, how they fitted in my legs….
ALL MY 3D IMPEDIMENTS:
- I live in Spain, they don’t make Apple Bottoms in Spain
- They stopped making Apple Bottoms on 2010
- The ship of USA packages to Spain costs 30€
- Most second hand jeans are size XS or S (NOT MY SIZE)
- Vinted (the second hand clothing web store I use) barely has any Apple Bottoms products
AND WITH ALL THOSE 3D CIRCUMSTANCES AGAINST ME
I GOT THEM
I’ll post some pictures with my new jeans when the package arrives 🤭!!!
THE LOAS IS REAL YOU GUYS!!!
KEEP PERSISTING
#manifestation#law of assumption#manifesting#law of manifestation#manifesting sp#loassumption#loa#desired reality#manifest#success story#loa success#successstories
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okay so i want to make sure i’m right, if you assume you manifest in 5 seconds you manifest in 5 seconds, right? Also, Is Imagination visualization? Like is Imagination just thinking? I saw someone say that it should take a month to manifest something, is that true??
₊✩‧₊˚౨ৎ˚₊✩‧₊
hello! first of all, if we're following the law of assumption, then your dominant assumptions and beliefs create your reality. thus, if you create an assumption that you can manifest your desires within five seconds, internalise that, your reality will mirror to match your assumption.
it's totally possible to manifest things with five seconds!! all because of your assumptions. if you assume that you can't do this and it will take a month for you to manifest your desires, then that will be your reality and vice versa.
there is definitely no minimum length of time that you have to concentrate on manifesting your desire for, for you to receive your desire. we are powerful beings and the minute we decide we have our desire, the moment we get it. that's the moment it's ours. however, sometimes, it can take longer for us to manifest things because of human beliefs and societal programming.
you see, for our whole lives (most of us at least), we have been programmed to believe that we have to word hard and be successful to get what we want. that this is our only life and we can't get anything without hard work. but then we suddenly learn about manifesting and the law of assumption and learn that we actually can? that we deserve everything we desire and we have the power to get what we want literally using the power our of mind. so for some of us, it can be hard to 'reprogram' ourselves or go into manifesting, leaving these beliefs that we've been told our whole lives.
plus, with the added factor of the amount of information that circulates and is produced within the manifestation/law of assumption communities across all platforms that is constantly being spewed out, it's natural for some people to come across information that can cause limiting beliefs.
to be honest, manifesting is super easy. it's just getting into the right mindset for us to manifest what we want, can be difficult (for some). i personally don't think that it HAS to take a month for things to be manifested, but it can take up to that period of time because of ourselves + limiting beliefs in some cases.
now, onto what imagination is! imagination is simply imagination. imagination can be visualisation, but it does not = visualisation. you can imagine without visualising.
imagination, by definition, is "the production of senses, feelings, thoughts, and mental concepts informing oneself". it is literally us imagining whatever desires we have, imagining that we have it not, and accepting that we have it.
it is literally whatever we imagine. whether it's through you imagining yourself wearing that bracelet you really wanted and producing that feeling of satisfaction and excitement of owning that bracelet, or simply thinking, feeling, and realising that you already have your dream house.
imagination is YOUR true reality here. yes, we live and perceive the 3D reality, but our 3D reality mirrors our 4D reality is. whatever you assume to have in the imagination (or subconscious mind), once you internally accept and know this, then your 3D reality will change to mirror that. the 3D, physical reality we perceive is merely a reflection of our assumptions and beliefs.
we decide what we have -> fulfil ourselves within imagination/create an assumption -> internally accept that we have what we want -> 3D reality changes to mirror the 4D.
so i hope this helped and it wasn't too confusing!! i wish you the best of luck on your manifesting journey and remember, you got this!
- saturn ♡
#loa#law of assumption#loassumption#manifesting#neville goddard#imagination#noyasaur#ask saturn💌#🪐 ― saturn's loa advice!
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All models great and small
It's been a fun day of 3D tinkering today, making a start on the final models for all of the various items you can create in your factory.
Up until now, to facilitate testing the game's various production chains, I've been using placeholder items like this with names attached to help me visualise what's-going-where.
Naturally the ultimate goal is to replace all of these with actual models. While I could build these on-the-go as I'm fleshing out other parts of the game, I prefer to dedicate blocks of time to similar tasks so that I can optimise myself into a kind of flow-state. If I'm making a 3D model and then jump back in to doing game logic, then start fussing about with audio, I tend to have a difficult time.
What the game looks like with the placeholder items trundling along the belts. Not great! But helpful in its own way :)
So with the item above (Cardite Salts), my typical process is to fire up Blender and create something that feels right for the kind of item I'm trying to make.
I try and balance the polycount with detail, but I'm honestly mostly interested in a decent silouette - something that provides a decent at-a-glance representation of something unique.
This game does feature a lot of similar-ish kinds of items. Ores, minerals, crystals and so on. So I have to try and do what I can to give these some unique character (within the bounds of my own creative limitations, of course). For now it's mostly a case of getting some decent made to replace the old placeholder cubes.
Once I've replaced the old cube-based version of the item with the new geometry, I make sure it's a good size on the belt and I can test it out in game to see how it looks when the belts are full of them.
I do some minor rotational variation when items are output onto the belt to break up the uniformity of items, which also helps to get a sense of how the item looks from all sides when in motion. If there are any glaring model issues, this is usually where I'd spot them.
So that's my process!
I have been pretty busy today making models. I've made 28 so far today, and I only have another 12 left to make. So I'm closing in on the end of this little job too.
Some bottles of Cryogen on their way to become something else!
This has been a pretty fun and relaxing task overall. I have a few more ancilliary modelling jobs to do yet besides the items, but I'll probably come back to those after doing a bit more game logic. I'm finalising my research tech tree at the moment, so I'll want to finish that before I move on to any other chunky tasks!
Anyway, that's about it for today! Thanks again if you swung by and took the time to read all these ramblings. Here's hoping I may see you again in the next one!
Much love, Ciao for now! 👋🏻
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BTS’s Solo Chapter - BONUS - I wish that…
Overall, the solo era went very well & I have already said that I feel all of the members did a great job with their work & presentations. In the 4 part series about BTS’s solo period [See my BTS’s Solo Chapter, parts 1-4 posts], I did the more factual overview, but I do have a few things I would like to have been different about the solo work and moment. I wanted to separate the 2 comments since this part contains more personal, & possibly less agreed upon, views. So here is my BTS solo wish list after the fact…
I wish…
Big Hits had offered more help & assistance to the members for the solo projects.
Big Hits had ensured more equity for all 7 solo projects.
Bigs Hits had allowed Jimin to do the requested visual album (additional videos or at least visualisers) for his complete album.
Big Hits or Jimin had released his slow, Jazzy version of Like Crazy that he sang on Lee Mujin Service on streaming platforms
Jimin had released Letter (Dear.Army) on streaming platforms
Jimin had left out the cursing on his songs (or at least made clean versions).
Jimin had a longer, uncrowded promotional period.
Jimin had done that song-ending shout “Yeeeeah” during his re-performance of Tony Montana with Suga for Day 2 of D-Day encore concerts as he did for the 2016 version.
Jimin and V had full length albums. (even though I feel the EPs suited their projects).
V had put at least one up tempo (faster) song on his album.
V had been able to use (the real) Yeontan in his videos.
V, Jimin, & JK had not lost so much weight for their promotions. (improved views of weight/eating)
JK had not done the explicit version of “7”.
JK had not used Jack Harlow as his collaborator on 3D.
JK had begun his solo project sooner so he wasn’t worn out by the rush and he might have had time to be more involved in decisions and production.
RM had not cursed on his project (at least so much).
RM had used Still Life as his main track.
RM had done more extensive promotions.
RM had used JM for the Wildflower collab. (maybe?)
JH and RM hadn’t released work right before JM’s album release.
JH had danced more throughout his project.
JH had chosen a different style of music for some of his songs.
JH had been able to be around to perform HUH?! with Suga a few times during his concerts.
Suga had not cursed on his project (at least as much).
Suga had brought IU on as a guest during his concert tour.
Suga had not stepped on JM’s promotional time (if possible) [See BTS’s Solo Chapter - Part 1 for possible reasons.]
The guys were able to be around to accept awards & recognition for their solo achievements.
BTS fandom were more healthy & less destructive (Re: +true OT7 spirit, -autotune nonsense, -voting blocks against members, -misinformation, -general ugliness).
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Hi Jasper
This isn't strictly an ask but one of my new years resolutions is to stop lurking on forums and such like and actually contribut so here goes (warning, its long).
The pop culture aspect of your practice caught my eye a while ago. Its not totally for me but as I'm eclectic I always try to investigate anything that I find interesting.
One of the things I like to do when I'm performing a spell or ritual is decorate my alter with things that speak to my intentions. I have trouble visualising (I think in words not pictures) so it's kinda like a 3D mood board for me.
You mentioning how you use MTG cards gave me a light bulb moment and I realised I had a binder full of pokemon cards in my attic and the energy cards would be great for representing the elements.
Another thing is that you made me take another look at sigils. I want to like sigils, I like the concept of sigils, but I find the results of traditional ways of making them (use the straight lines from the letters or use a letter square) to be ugly. The finished product just doesn't appeal to me.
When you wrote about worshipping gods from popular culture it gave me a bit of an ear worm; some of the fantacy books I read have lovely made up languages and since technically all language is made up why not use those in stead?
As such, one of the things I will be doing in the new year is pulling out my Mage: The Awakening source books (Atlantian), going on Wookipedia (Aurebesh) and Memory Alpha (Vulcan & Klingon). After that I might do a deep dive into D&D and see what they've got. Hopefully this will give me something that I find aesthetically pleasing enough that I will actually want to use.
In short, thanks very much for sharing the way you do, not only do I find it interesting you have also inspired me. Enjoy your new year.
I am very excited that you've decided to drop in and chat! I enjoy talking with others!
The beautiful part of adding pop culture to one's practice means that you can just use whatever you like, you don't have to use everything or incorporate it strongly. I add things strongly to my craft because that's what works with me, but I also encourage dabbling or sectioning it off if that works better!
I hope you enjoy your time on my blog, and I hope that my pop culture magic/paganism resources help or inspire you!
~Jasper
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The Art of Architectural Model Making
Architectural model making is a complex and intricate art form that requires a great deal of skill, patience, and attention to detail. It is a crucial aspect of the architectural design process, allowing architects to physically visualize their designs and make necessary changes before the construction phase begins. In the world of digital architecture, many architects have taken to using 3D modeling software to create virtual architectural models. However, nothing beats the tangible and physical experience of an architectural model. Whether it be for presentation, marketing, or construction purposes, architectural model making remains an essential part of the architecture industry.
But with so many architectural model makers and firms out there, it can be difficult to stand out from the crowd. That's where the power of great content comes in. A well-written, comprehensive article on the art of architectural model making can help set your business apart and increase your online visibility, driving more traffic to your website and ultimately helping you outrank your competition.
The Importance of Architectural Model Making
Architectural model making serves a number of important purposes in the architecture industry. It is an essential tool for architects to present their designs to clients, allowing them to physically visualise and understand the project before construction begins. This helps ensure that the client is on board with the design and that any necessary changes can be made early on in the process.
Read Also : All About Industrial Model Making
In addition, architectural models are also used for marketing purposes. They provide a way for architects to showcase their design skills and the quality of their work to potential clients. By having a physical model on hand, architects can demonstrate their commitment to the project and their attention to detail, making them more appealing to clients looking for a reliable and skilled partner for their next project.
Techniques Used in Architectural Model Making
There are several different techniques used in architectural model making, each with its own unique set of advantages and disadvantages. Some of the most popular techniques include:
Cardboard Model Making
Cardboard model making is a simple and inexpensive technique that is often used for smaller scale models or for preliminary designs. Cardboard is cut and shaped to create the desired form, and then assembled using glue or other adhesive materials.This technique is ideal for those who are just starting out in architectural model making and want to experiment with different design ideas without incurring significant costs. However, cardboard models can be more fragile than other types of models and are less suitable for more complex designs.
Wood Model Making
Wood model making is another popular technique in architectural model making. Wood is a versatile material that can be cut, shaped, and sanded to create intricate and detailed designs. Wood models can be more durable than cardboard models and are better suited for larger and more complex designs. One of the key advantages of wood model making is that it allows for greater accuracy and precision in the finished product. This makes it an ideal choice for architects who need to present their designs to clients or for marketing purposes:
3D Printing Model
3D printing has revolutionized the architectural model making industry, making it easier than ever before to create highly detailed and accurate models. 3D printing technology allows for the rapid creation of models using a range of materials, including plastic, metal, and resin. This technique is ideal for those who need to create large scale models or for those who need to produce several models in a short amount of time. The accuracy and precision of 3D printing technology makes it an excellent choice for architects who need to present their designs to clients or for construction purposes.
Read Also : Marine Model Making
#3d scale model maker#3d model maker#miniature model maker#architectural model#building models#model makers#a one model making
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Discover the magic of jewellery visualisation with 3D product visualization services. Transform your designs into reality with photorealistic rendering company in India.
#Jewellery visualisation company#3d product visualization services#photorealistic rendering in India#CAD jewellery rendering#jewelry visualization company
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Abraham, B. (2018). Video Game Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion. Games and Culture, 13(1), 71-91. Available at: https://doi.org/10.1177/1555412015603844 [Accessed: 1 November 2024].
This journal explores how the aesthetics of a video game, such as ARMA 3, can be used to subtly convey a message and shape players' perceptions. Instead of relying on obvious messages or direct storytelling, the video game shows visuals of a future powered by renewable energy, encouraging players to think about sustainability in a natural way. This makes renewable energy feel normal and familiar, so players absorb the idea without feeling pressured. Abraham highlights how games can influence players' perspectives, gently encouraging them to consider a greener future through simple, subtle artistic and game design choices. Personally, I had followed this mindset when working on my degree final year project where I created a war-torn environment of my home country, with the intention to persuade my country's younger generation that war is never good. By thoughtfully designing the visual elements of a game world, it can subtly convey impactful messages to players without relying solely on direct storytelling or game mechanics.
Alatta, R.A. and Momani, H. (2021). Integrating 3D Game Engines in Enhancing Urban Perception: A Case Study of Students’ Visualization of Urban Space. ACE: Architecture, City and Environment, 16(47), 9886. Available at: https://doi.org/10.5821/ace.16.47.9886. [Accessed: 25 October 2024].
This research by Alatta and Momani, highlights how game engines can transform urban design by using interactive, real-time 3D demos that make it easier to visualise and explain city spaces than traditional models or pre-rendered videos. Key benefits include improved spatial understanding, better communication, and stronger citizen involvement. Interactive game environments allow people to explore and connect with urban spaces more deeply, leading to more informed participation in planning. Game engines are not only used for creating video games but also act as showcasing tools or animation production. Hence, it is important to master handling game engines as it opens more career opportunities. Besides that, I can use game engines' features to create immersive and engaging urban game world experiences, with the proper skills and knowledge of functioning cities.
Cole, A. (2018). Connecting Player and Character Agency in Videogames. Text, 22(49), 1–14. Available at: https://doi.org/10.52086/001c.25642. [Accessed: 27 October 2024].
This study challenges the traditional focus on player choice and freedom as the sole definition of agency in games. It argues for a broader perspective that includes the player's interpretation and engagement with the narrative. The paper introduces the concept of character agency, emphasising the importance of non-player characters (NPCs) in influencing the narrative and shaping the player's experience. Cole suggests that game studies can benefit from traditional narrative theory insights, particularly in understanding how players interact with game narratives. This interdisciplinary approach can inform the creation of more engaging gaming experiences. This paper showed me the importance of character agency in creating immersive gaming experiences, like developing NPCs with unique personalities and motivations to build a more dynamic and believable game worlds that will get players to come back and try again. To make characters more believable or influence players to choose certain decision would be to study the many human personalities out there and develop character based on that knowledge.
Kenwright, B. (2020). 'There's more to Sound than Meets the Ear: Sound in Interactive Environments', IEEE Computer Graphics and Applications, 40(4), 62-70. Avaliable at: https://doi.org/10.1109/MCG.2020.2996371. [Accessed: 3 November 2024]
Kenwright highlights the important role of sound in interactive environments, especially in video games. While it is an often overlooked element of game development, sound can actually boost engagement, evoke an array of emotions, and direct players' attention. By combining auditory and visual elements effectively, designers can create more immersive experiences. The article examines how different sound frequencies and patterns affect mood and behaviour, emphasising the value of procedural sound generation for more realistic audio. Sound has great potential, it's essential to use it wisely while poor sound design harms the experience. Although I have only basic skills in implementing audio and a limited interest in this field, this article opened my eyes to the importance of audio design. I have personally worked on recreating audio that were used in games during my degree studies but struggled a lot due to no prior knowledge about audio. The knowledge I gained here will help me communicate the desired sounds for game environments or events to audio designers in game studios if I take on a game designer role in the future.
McKenzie, T., Morales-Trujillo, M., Lukosch, S. and Hoermann, S. (2021). Is Agile Not Agile Enough? A Study on How Agile is Applied and Misapplied in the Video Game Development Industry. 2021 IEEE/ACM Joint 15th International Conference on Software and System Processes (ICSSP) and 16th ACM/IEEE International Conference on Global Software Engineering (ICGSE). Available at: https://doi.org/10.1109/icssp-icgse52873.2021.00019. [Accessed: 28 October 2024].
This research investigates the implementation of agile frameworks in video game development (VGD). The study found that many VGD studios struggle with understanding and incorporating agile practices correctly, leading to challenges in project management and collaboration between multidisciplinary teams. To address these issues, the researchers suggested the need for new, VGD-specific frameworks that combine the best aspects of agile and creative production principles. During a grouped game assignment, we utilised agile framework for the main development while I (game artist) used Kanban to keep my art progression in check. Due to conflicting methods and the requirement for approval from other departments, progression was slowed and lacking. this research provide insights to overcoming potential roadblocks. As game designer is one of my desired career path, it is essential to understand which is the best framework to develop a video game to ensure a smooth production period.
O’Donnell, C. (2009). The everyday lives of video game developers: Experimentally understanding underlying systems/structures. Transformative Works and Cultures, 2. Available at: https://doi.org/10.3983/twc.2009.073. [Accessed: 30 October 2024].
This article by O'Donnell (2009) discusses the complex interaction between work and play in game development industry. It highlights the essential role of understanding underlying systems and structures of rules, mechanics, and interactions in creating an immersive gaming experiences for the players. By examining the daily practices of United States and India game developers, insights such as challenges of balancing artistic vision with technical constraints, and the impact of industry pressures were gained. As a summary, The text emphasises the importance of collaboration, experimentation, and a comprehensive understanding of game mechanics, engines, and design principles. Having personally experienced the pressures of the game development industry during my degree internship and produce games for assignments, I now have a deeper appreciation and understanding about the complexities involved. By applying the insights from this article, I'm better equipped to navigate the many challenging yet rewarding path of game development.
Plass, J.L., Homer, B.D., MacNamara, A., Ober, T., Rose, M.C., Pawar, S., Hovey, C.M. and Olsen, A. (2020). Emotional design for digital games for learning: The effect of expression, color, shape, and dimensionality on the affective quality of game characters. Learning and Instruction, 70, 101194. Available at: https://doi.org/10.1016/j.learninstruc.2019.01.005 [Accessed: 5 November 2024].
This research explores how visual design affects players' emotional responses in digital games, in terms of changing the colour, shape, expression, and dimensionality of game characters. Key findings indicate that character with round shapes, warm colours, and expressive faces evoking positive feelings. In contrast, sharp shapes and neutral colours lead to weaker emotional responses. Additionally, 3D characters are more effective at generating emotions than 2D ones, especially in virtual reality. These insights help game designers create more engaging and emotionally impactful experiences, which can enhance learning and overall player satisfaction, particularly in educational games and interactive learning settings. While I may not have strong skills in character design or concept, this research paper has helped in guiding me on how to design future characters, including their basic appearance and art style, to evoke specific emotional responses from players.
Toh, W. (2022). The Player Experience and Design Implications of Narrative Games. International Journal of Human–Computer Interaction, 39(13), pp.1–28. Available at: https://doi.org/10.1080/10447318.2022.2085404. [Accessed: 1 November 2024].
In this research, Toh explores how players engage with narrative games, highlighting four main ways: exploration, projection, gameplay, and observation. To enhance these experiences, the study suggests key design principles. Building a strong player-avatar bond is crucial, achieved by creating relatable characters and letting players project their own values onto them. Immersive worlds encourage exploration, while flexible placeholder characters allow players to shape the story. Inclusive design ensures accessibility for more players. Toh also emphasises adaptive game design, tailoring experiences to fit active or passive play styles. Thoughtfully placed Quick Time Events (QTEs) can deepen character connections. Finally, complex relationships in romance and friendship add authenticity, allowing for more genuine, emotionally impactful interactions. Reading this research provided valuable insights for creating meaningful and engaging game worlds that players can truly enjoy, as a satisfied player is a loyal customer. I plan to apply these ideas in my future work.
Westera, W., Prada, R., Mascarenhas, S., Santos, P.A., Dias, J., Guimarães, M., Georgiadis, K., Nyamsuren, E., Bahreini, K., Yumak, Z., Christyowidiasmoro, C., Dascalu, M., Gutu-Robu, G. and Ruseti, S. (2019). Artificial intelligence moving serious gaming: Presenting reusable game AI components. Education and Information Technologies, 25(1), pp.351–380. Available at: https://doi.org/10.1007/s10639-019-09968-2. [Accessed: 29 October 2024].
This article explores how artificial intelligence (AI) can be applied to enhance educational games. The authors describe an European project that resulted in the creation of reusable AI components specifically designed for game developers. These components offer functionalities including player emotion recognition, natural language processing, and the creation of believable non-playing characters. The authors acknowledge there are some ethical concerns surrounding the use of AI in games, particularly regarding player experience modelling and potential biases. I find AI use in video game development fascinating, as it can generate fresh content with each playthrough, keeping players engaged. It could also help efficiently streamline production. However, as the article points out, ethical concerns arise around exposing players' sensitive information or using it for improvement without their consent or creating content by stealing from other creators. Hence, a careful and ethical approach is required when implementing AI into video games.
Williams, D., Martins, N., Consalvo, M. and Ivory, J.D. (2009). The virtual census: representations of gender, race and age in video games. New Media & Society, 11(5), pp.815–834. Available at: https://doi.org/10.1177/1461444809105354. [Accessed: 26 October 2024].
This research delves into the representation of gender, race, and age within video games. A comprehensive content analysis of a large sample of games revealed a significant overrepresentation of male, white, and adult characters. Alternatively, female, minority, and elderly characters were underrepresented. The study highlights the potential impact of these representations on players' perceptions of social reality and identity formation. The underrepresentation of certain groups can reinforce stereotypes and limit opportunities for diverse perspectives and experiences within the gaming community. Although most recent games has include more genders and minorities but I still find this article relevant as my heritage or race is hardly seen in characters from those games. By creating more characters or stories that more player can relate to will definitely help in improving the game's popularity and spreading awareness about minority and underrepresented groups.
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