İnceleme Makalesi
BibTex RIS Kaynak Göster
Yıl 2024, Cilt: 3 Sayı: 1, 29 - 42, 25.02.2024

Öz

Kaynakça

  • Archer, T. (2011, April). Procedurally generating terrain. In 44th annual midwest instruction and computing symposium, Duluth (pp. 378-393).
  • Beneš, B., Těšínský, V., Hornyš, J., & Bhatia, S. K. (2006). Hydraulic erosion. Computer Animation and Virtual Worlds, 17(2), 99-108.
  • Bulbul, A. (2023). Procedural generation of semantically plausible small-scale towns. Graphical Models, 126, 101170.
  • Burgess, J., Purkeypile, N. (2016). “Fallout 4’s” Modular Level Design. In Game Dev. Conf. GDC 2016, InformaTech, San Francisco, CA, US.
  • Chiba, N., Muraoka, K., & Fujita, K. (1998). An erosion model based on velocity fields for the visual simulation of mountain scenery. The Journal of Visualization and Computer Animation, 9(4), 185-194.
  • Christopoulou, E., &Xinogalos, S. (2017). Overview and comparative analysis of game engines for desktop and mobile devices.
  • Cordonnier, G., Galin, E., Gain, J., Benes, B., Guérin, E., Peytavie, A., &Cani, M. P. (2017). Authoring landscapes by combining ecosystem and terrain erosion simulation. ACM Transactions on Graphics (TOG), 36(4), 1-12.
  • Emilien, A., Bernhardt, A., Peytavie, A., Cani, M. P., &Galin, E. (2012). Procedural generation of villages on arbitrary terrains. The Visual Computer, 28, 809-818. Galin, E., Guérin, E., Peytavie, A., Cordonnier, G., Cani, M. P., Benes, B., & Gain, J. (2019, May). A review of digital terrain modeling. In Computer Graphics Forum (Vol. 38, No. 2, pp. 553-577).
  • Gustavson, S. (2005). Simplex noise demystified. Linköping University, Linköping, Sweden, Research Report. Hyttinen, T. (2017). Terrain synthesis using noise (Master's thesis).
  • Johansson, I. (2017). Defining what is visually dynamic for modular assets in level design.
  • Ketabchi, K., Runions, A., &Samavati, F. F. (2015, October). 3D Maquetter: Sketch-based 3D content modeling for digital Earth. In 2015 International Conference on Cyberworlds (CW) (pp. 98-106). IEEE.
  • Lagae, A., Lefebvre, S., Cook, R., DeRose, T., Drettakis, G., Ebert, D. S., ... & Zwicker, M. (2010, December). A survey of procedural noise functions. In Computer Graphics Forum (Vol. 29, No. 8, pp. 2579-2600). Oxford, UK: Blackwell Publishing Ltd.
  • Laurier, E., & Reeves, S. (2014). Cameras in video games: Comparing play in Counter-Strike and the Doctor Who Adventures. Studies of video practices: Video at work, 181-207.
  • McEwan, I., Sheets, D., Richardson, M., &Gustavson, S. (2012). Efficient computational noise in GLSL. Journal of Graphics Tools, 16(2), 85-94.
  • Musgrave, F. K., Kolb, C. E., & Mace, R. S. (1989). The synthesis and rendering of eroded fractal terrains. ACM Siggraph Computer Graphics, 23(3), 41-50.
  • Perlin, K. (1985). An image synthesizer. ACM Siggraph Computer Graphics, 19(3), 287-296.
  • Perlin, K. (2001). Noise hardware. In Real-Time Shading SIGGRAPH Course Notes. Real-Time Shading SIGGRAPH Course Notes, 23.
  • Perlin, K. (2002, July). Improving noise. In Proceedings of the 29th annual conference on Computer graphics and interactive techniques (pp. 681-682).
  • Perry, L. (2002). Modular level and component design, Game Dev. (pp. 30–35).
  • Prusinkiewicz, P., &Lindenmayer, A. (2012). The algorithmic beauty of plants. Springer Science & Business Media.
  • Rose, T. J., &Bakaoukas, A. G. (2016, September). Algorithms and approaches for procedural terrain generation-a brief review of current techniques. In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) (pp. 1-2). IEEE.
  • San Nicolás Romera, C., Nicolás Ojeda, M. Á., & Ros Velasco, J. (2018). Video Games Set in the Middle Ages: Time Spans, Plots, and Genres. Games and Culture, 13(5), 521-542.
  • Statham, N., Jacob, J., &Fridenfalk, M. (2022). Game environment art with modular architecture. Entertainment Computing, 41, 100476.
  • Zmugg, R., Thaller, W., Krispel, U., Edelsbrunner, J., Havemann, S., &Fellner, D. W. (2014). Procedural architecture using deformation-aware split grammars. The Visual Computer, 30, 1009-1019.
  • URL-1. Blizzard Entertainment(2002, June 3). Warcraft III: Reign of Chaos. Retrieved December 27, 2023, from https://lutris.net/games/warcraft-iii-reign-of-chaos/
  • URL-2. Big Blue Box Studios (2004, September). Fable Anniversary’s User Interface Breakdown. Retrieved December 27, 2023, from https://gamingbolt.com/fable-anniversarys-user-interface-breakdown
  • URL-3. QuixelMegascans(2002, June 3). Medieval Game Environment. Retrieved December 27, 2023, from https://www.unrealengine.com/marketplace/en-US/product/scarecrow
  • URL-4. Tantalus Media and Forgotten Empires(2020, February). Age of Empires III: Definitive Edition. Retrieved December 27, 2023, from https://www.ageofempires.com/games/aoeiiide/
  • URL-5. Slavic Magic. Manor Lords. Retrieved December 27, 2023, from https://manorlords.com/
  • URL-6. Bitfall Studios(2023, April). Terrascape. Retrieved December 27, 2023, from https://store.steampowered.com/app/2290000/TerraScape/
  • URL-7. Render Cube(2002, June 3). Medieval Dynasty. Retrieved December 27, 2023, from https://www.xbox.com/tr-TR/games/store/medieval-dynasty/9pddp6ml6xhf
  • URL-8. Mindillusion(2016, August). Life is Feudal: Forest Village. Retrieved December 27, 2023, from https://lifeisfeudal.com/
  • URL-9. Warhorse Studios (2018, February 13). Kingdom Come Deliverance. Retrieved December 27, 2023, from https://www.kingdomcomerpg.com/
  • URL-10. Hivemind(2023, April 13). Modular Medieval Town – Medieval Town. Retrieved December 27, 2023, from https://www.unrealengine.com/marketplace/en-US/product/modular-medieval-town-megapack-medieval-town
  • URL-11. Firaxis Games(2016, October 21). Civilization VI. Retrieved December 27, 2023, from https://civilization.com/
  • URL-12. Epic Games(1998). Unreal Engine. Retrieved December 27, 2023, from https://www.unrealengine.com/en-US
  • URL-13. Unity Technologies(2005, June 8). Unity Real-Time Development Platform. Retrieved December 27, 2023, from https://unity.com/
  • URL-14. World Machine Software, LLC (2006, March). World Machine: The Premier 3D Terrain Generator. Retrieved December 27, 2023, from https://unity.com/

Environment Design in Medieval Themed Games

Yıl 2024, Cilt: 3 Sayı: 1, 29 - 42, 25.02.2024

Öz

The medieval theme has long been a beloved and popular choice in entertainment, from novels to television shows and now video games. With the advent of computer technology, the middle ages have been simulated in virtual worlds, allowing people to experience its atmosphere in a more immersive and engaging way. As graphics hardware and software have advanced, these worlds have become even more fascinating and realistic.
This research discusses the process of designing medieval environments in 3D games, focusing on the key design elements of landscape and settlements. It explains how procedural techniques can be used to create large and immersive environments, and how modular design can be used to efficiently create a variety of scene objects. The research also highlights the importance of considering the gameplay and camera angle when designing environments, and how different game genres may require different design approaches. It is concluded by discussing the role of game engines in providing tools and features to support the creation of medieval environments, including terrain generation, city design, vegetation, architecture, and lighting. Overall, the research provides a comprehensive overview of the design process for creating engaging and immersive medieval game environments.

Kaynakça

  • Archer, T. (2011, April). Procedurally generating terrain. In 44th annual midwest instruction and computing symposium, Duluth (pp. 378-393).
  • Beneš, B., Těšínský, V., Hornyš, J., & Bhatia, S. K. (2006). Hydraulic erosion. Computer Animation and Virtual Worlds, 17(2), 99-108.
  • Bulbul, A. (2023). Procedural generation of semantically plausible small-scale towns. Graphical Models, 126, 101170.
  • Burgess, J., Purkeypile, N. (2016). “Fallout 4’s” Modular Level Design. In Game Dev. Conf. GDC 2016, InformaTech, San Francisco, CA, US.
  • Chiba, N., Muraoka, K., & Fujita, K. (1998). An erosion model based on velocity fields for the visual simulation of mountain scenery. The Journal of Visualization and Computer Animation, 9(4), 185-194.
  • Christopoulou, E., &Xinogalos, S. (2017). Overview and comparative analysis of game engines for desktop and mobile devices.
  • Cordonnier, G., Galin, E., Gain, J., Benes, B., Guérin, E., Peytavie, A., &Cani, M. P. (2017). Authoring landscapes by combining ecosystem and terrain erosion simulation. ACM Transactions on Graphics (TOG), 36(4), 1-12.
  • Emilien, A., Bernhardt, A., Peytavie, A., Cani, M. P., &Galin, E. (2012). Procedural generation of villages on arbitrary terrains. The Visual Computer, 28, 809-818. Galin, E., Guérin, E., Peytavie, A., Cordonnier, G., Cani, M. P., Benes, B., & Gain, J. (2019, May). A review of digital terrain modeling. In Computer Graphics Forum (Vol. 38, No. 2, pp. 553-577).
  • Gustavson, S. (2005). Simplex noise demystified. Linköping University, Linköping, Sweden, Research Report. Hyttinen, T. (2017). Terrain synthesis using noise (Master's thesis).
  • Johansson, I. (2017). Defining what is visually dynamic for modular assets in level design.
  • Ketabchi, K., Runions, A., &Samavati, F. F. (2015, October). 3D Maquetter: Sketch-based 3D content modeling for digital Earth. In 2015 International Conference on Cyberworlds (CW) (pp. 98-106). IEEE.
  • Lagae, A., Lefebvre, S., Cook, R., DeRose, T., Drettakis, G., Ebert, D. S., ... & Zwicker, M. (2010, December). A survey of procedural noise functions. In Computer Graphics Forum (Vol. 29, No. 8, pp. 2579-2600). Oxford, UK: Blackwell Publishing Ltd.
  • Laurier, E., & Reeves, S. (2014). Cameras in video games: Comparing play in Counter-Strike and the Doctor Who Adventures. Studies of video practices: Video at work, 181-207.
  • McEwan, I., Sheets, D., Richardson, M., &Gustavson, S. (2012). Efficient computational noise in GLSL. Journal of Graphics Tools, 16(2), 85-94.
  • Musgrave, F. K., Kolb, C. E., & Mace, R. S. (1989). The synthesis and rendering of eroded fractal terrains. ACM Siggraph Computer Graphics, 23(3), 41-50.
  • Perlin, K. (1985). An image synthesizer. ACM Siggraph Computer Graphics, 19(3), 287-296.
  • Perlin, K. (2001). Noise hardware. In Real-Time Shading SIGGRAPH Course Notes. Real-Time Shading SIGGRAPH Course Notes, 23.
  • Perlin, K. (2002, July). Improving noise. In Proceedings of the 29th annual conference on Computer graphics and interactive techniques (pp. 681-682).
  • Perry, L. (2002). Modular level and component design, Game Dev. (pp. 30–35).
  • Prusinkiewicz, P., &Lindenmayer, A. (2012). The algorithmic beauty of plants. Springer Science & Business Media.
  • Rose, T. J., &Bakaoukas, A. G. (2016, September). Algorithms and approaches for procedural terrain generation-a brief review of current techniques. In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) (pp. 1-2). IEEE.
  • San Nicolás Romera, C., Nicolás Ojeda, M. Á., & Ros Velasco, J. (2018). Video Games Set in the Middle Ages: Time Spans, Plots, and Genres. Games and Culture, 13(5), 521-542.
  • Statham, N., Jacob, J., &Fridenfalk, M. (2022). Game environment art with modular architecture. Entertainment Computing, 41, 100476.
  • Zmugg, R., Thaller, W., Krispel, U., Edelsbrunner, J., Havemann, S., &Fellner, D. W. (2014). Procedural architecture using deformation-aware split grammars. The Visual Computer, 30, 1009-1019.
  • URL-1. Blizzard Entertainment(2002, June 3). Warcraft III: Reign of Chaos. Retrieved December 27, 2023, from https://lutris.net/games/warcraft-iii-reign-of-chaos/
  • URL-2. Big Blue Box Studios (2004, September). Fable Anniversary’s User Interface Breakdown. Retrieved December 27, 2023, from https://gamingbolt.com/fable-anniversarys-user-interface-breakdown
  • URL-3. QuixelMegascans(2002, June 3). Medieval Game Environment. Retrieved December 27, 2023, from https://www.unrealengine.com/marketplace/en-US/product/scarecrow
  • URL-4. Tantalus Media and Forgotten Empires(2020, February). Age of Empires III: Definitive Edition. Retrieved December 27, 2023, from https://www.ageofempires.com/games/aoeiiide/
  • URL-5. Slavic Magic. Manor Lords. Retrieved December 27, 2023, from https://manorlords.com/
  • URL-6. Bitfall Studios(2023, April). Terrascape. Retrieved December 27, 2023, from https://store.steampowered.com/app/2290000/TerraScape/
  • URL-7. Render Cube(2002, June 3). Medieval Dynasty. Retrieved December 27, 2023, from https://www.xbox.com/tr-TR/games/store/medieval-dynasty/9pddp6ml6xhf
  • URL-8. Mindillusion(2016, August). Life is Feudal: Forest Village. Retrieved December 27, 2023, from https://lifeisfeudal.com/
  • URL-9. Warhorse Studios (2018, February 13). Kingdom Come Deliverance. Retrieved December 27, 2023, from https://www.kingdomcomerpg.com/
  • URL-10. Hivemind(2023, April 13). Modular Medieval Town – Medieval Town. Retrieved December 27, 2023, from https://www.unrealengine.com/marketplace/en-US/product/modular-medieval-town-megapack-medieval-town
  • URL-11. Firaxis Games(2016, October 21). Civilization VI. Retrieved December 27, 2023, from https://civilization.com/
  • URL-12. Epic Games(1998). Unreal Engine. Retrieved December 27, 2023, from https://www.unrealengine.com/en-US
  • URL-13. Unity Technologies(2005, June 8). Unity Real-Time Development Platform. Retrieved December 27, 2023, from https://unity.com/
  • URL-14. World Machine Software, LLC (2006, March). World Machine: The Premier 3D Terrain Generator. Retrieved December 27, 2023, from https://unity.com/
Toplam 38 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Dijital Oyun Tasarımı, Grafik Tasarımı, Mimari, Yerleşim ve Endüstriyel Ürünlerde Tasarım, Plan ve Proje Uygulama, Tasarım Araçları ve Teknolojisi, Tasarım Modelleri ve Simülasyonları, Tasarım Uygulaması ve Yöntemleri, Tasarımda Bilgi Teknolojileri
Bölüm Araştırma Makaleleri
Yazarlar

Emre Önal 0000-0001-6703-9143

Muhammed Abdullah Bülbül Bu kişi benim 0000-0002-2527-2729

Yayımlanma Tarihi 25 Şubat 2024
Gönderilme Tarihi 27 Aralık 2023
Kabul Tarihi 4 Şubat 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 3 Sayı: 1

Kaynak Göster

APA Önal, E., & Bülbül, M. A. (2024). Environment Design in Medieval Themed Games. Digital International Journal of Architecture Art Heritage, 3(1), 29-42.

Creative Commons License
Digital International Journal of Architecture, Art & Heritage by https://aybu.edu.tr/jah/en is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.