Research Article
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DEVELOPMENT PROCESS OF THREE-DIMENSIONAL CHARACTER DESIGN AND MODELING FOR MOBILE GAMES

Year 2024, , 959 - 972, 01.10.2024
https://doi.org/10.7456/tojdac.1513365

Abstract

This research focuses on the development process of three-dimensional character design and modeling in mobile games with the rapid development of the game market in the world and in Turkey. The rapid development of the game market has led to an increase in the number of these companies and the necessity to create, develop and improve the infrastructure of the games by programming mobile games and adding new design elements with the increasing number of companies invested or acquired by important national or international companies. Undoubtedly, the visuality used in games is very important in terms of increasing the demand for them and the pleasure they will give to the player. Especially three-dimensional character design ranks first among the criteria that increase the appreciation of the game. Characters should be well designed and original in order to be adopted and preferred by users. This study aims to reveal the development process of three-dimensional character design for mobile games. With this research, it is aimed to draw attention to the design and modeling stages of three-dimensional characters produced for mobile games. The data obtained as a result of the research on the subject show that character design, which is one of the design steps that determine the success of a game, has important contributions from the development stage of the game to the marketing stage. The effectiveness of the character reinforces the bond that the users establish with him/her and thus enables them to internalise and adopt the game they play. For this reason, it has been determined that while character design is critical to the success of a game, it should also be considered that it includes various other elements that also affect the overall game experience.

References

  • Adams, E. (2010). Fundamentals of Game Design. Berkeley: New Riders.
  • Computer History Museum. (2023). Retrieved from Computer History: https://www.computerhistory.org/timeline/1952
  • Demirbaş, Y. (2015). Problems of 'Game Genre' Approaches in Digital Games: The Example of "Platform Games" Genre. İstanbul: Selçuk İletişim.
  • Dyson, J., & Saucier, J. (2018). A History of Video Games in 64 Objects. London: HarperCollins Publishers.
  • Erdoğdu, Z. Ç. (2021). Uv Map & Texture od the 3D Character.
  • Erdoğdu, Z. Ç. (2022). Art Station. Retrieved from https://www.artstation.com/artwork/qQZGZR
  • Erdoğdu, Z. Ç. (2022). Art Station. Retrieved from https://www.artstation.com/artwork/aG8bJX
  • Escachx, M. (2018). Art Station. Retrieved from https://www.artstation.com/artwork/XBg32l
  • Fokin, E. (2016). Art Station. Retrieved from https://www.artstation.com/artwork/rDrde Game Market Reports and Forecasts. (2024, 01 10). Retrieved from https://newzoo.com/resources/blog/games-market-estimates-and-forecasts-2023#:~:text=As%20per%20the%20January%202024,%2D5.1%25%20dip%20in%202022
  • Golden, L. (2012). Deviant Art. Retrieved from https://www.deviantart.com/liamgolden/art/Female-Head-Bases-Low-Mid-n-HighPoly-277295217
  • Hansen, D. (2016). Game On! Video Game History From Pong and Pack-Man to Mario, Minecraft and More. New York: Macmillian Publishing Group.
  • Huizinga, J. (1993). Homo Ludens: An Essay on the Social Function of Play. İstanbul: Ayrıntı Publications.
  • Kaliroff, M. (2021). Retrieved from 20 Years Later: The Nintendo GameCube Is The Sixth Generation's Unexpected Champion: https://goombastomp.com/20-years-later-thenintendo-gamecube-is-the-sixth-generations-unexpected-champion/
  • Museum of Electronic Games & Art. (2021). Retrieved from https://www.m-e-ga.org/research-education/research/t42-tennis-for-two/
  • Noyons, M., MacQueen, D., Johnstone, B., Palm, T., Point, J.-C., & Behrmann, M. (2011). Mobile Games Architecture: State of the Art of the European Mobile Games Industry. Mobile Game Arch.
  • Rogers, S. (2014). Level Up! The Guide to Great Video Game Design . Wiley.
  • Seger, L. (2015). Creating Unforgettable Characters in Screenplay. İstanbul: Agora Bookstore.
  • TDK. (2023). Retrieved from https://www.tdk.gov.tr
  • Timeline of Computer History. (2023). Retrieved from Computer History Museum: https://www.computerhistory.org/timeline/graphicsgames/#169ebbe2ad45559efbc6eb357201e562
  • Turkey Game Market Report. (2023). Gaming in Turkey.
  • Vaughan, W. (2012). Digital Modeling. Berkeley: New Riders Pearson Education,Inc.
  • Wolf, M. J. (2008). The Video Game Explosion: A History from PONG to PlayStation and Beyond. London: Greenwood Press.

MOBİL OYUNLAR İÇİN ÜÇ BOYUTLU KARAKTER TASARIMI VE MODELLEMESİNİN GELİŞTİRİLME SÜRECİ

Year 2024, , 959 - 972, 01.10.2024
https://doi.org/10.7456/tojdac.1513365

Abstract

Bu araştırma, Dünyada ve Türkiye’de oyun piyasasının hızlı gelişimiyle birlikte mobil oyunlar özelinde gerçekleştirilen üç boyutlu karakter tasarım ve modellemesinin geliştirilme sürecini konu almaktadır. Oyun piyasasının hızlı gelişimi bu şirketlerin sayıca artmasına ve önemli ulusal ya da uluslararası şirketler tarafından yatırım alması veya satın alınmasıyla birlikte sayıca artan şirketlerin mobil oyunları programlama ve yeni tasarım ögeleri ekleyerek oyunların alt yapısını oluşturma, geliştirme ve iyileştirme gerekliliğini doğurmuştur. Kuşkusuz oyunlarda kullanılan görsellik onlara olan talebi ve oyuncuya yaşatacağı hazzı arttırması bakımından oldukça önemlidir. Özellikle üç boyutlu karakter tasarımı oyunun beğenisini arttıran kriterler arasında ilk sırada yer almaktadır. Karakterler kullanıcılar tarafından benimsenmesi ve tercih edilmesi için iyi tasarlanmış ve özgün olmalıdırlar. Çalışma, mobil oyunlar için tasarlanan üç boyutlu karakter tasarımının geliştirilme sürecini ortaya koymayı amaçlamaktadır. Bu araştırmayla mobil oyunlar için üretilen üç boyutlu karakterlerin tasarım ve modelleme aşamalarına dikkat çekilmek istenmektir. Konuyla ilgili yapılan araştırmalar sonucunda elde edilen veriler bir oyunun başarısını belirleyen tasarım adımlarından olan karakter tasarımının özgün, çekici ve benzersiz karakterler şeklinde tasarlanmasının oyunun geliştirmesi aşamasından pazarlama aşamasına kadar önemli katkılarının olduğunu göstermektedir. Karakterin etkililiği kullanıcıların onunla aralarında kurdukları bağı pekiştirmekte ve bu sayede oynadıkları oyunu daha da içselleştirerek benimsemelerini sağlamaktadır. Bu nedenle karakter tasarımı bir oyunun başarısı için kritik öneme sahip olmasıyla birlikte, genel oyun deneyimini de etkileyen çeşitli diğer unsurları da içerdiğini değerlendirmek gerektiği tespit edilmiştir.

References

  • Adams, E. (2010). Fundamentals of Game Design. Berkeley: New Riders.
  • Computer History Museum. (2023). Retrieved from Computer History: https://www.computerhistory.org/timeline/1952
  • Demirbaş, Y. (2015). Problems of 'Game Genre' Approaches in Digital Games: The Example of "Platform Games" Genre. İstanbul: Selçuk İletişim.
  • Dyson, J., & Saucier, J. (2018). A History of Video Games in 64 Objects. London: HarperCollins Publishers.
  • Erdoğdu, Z. Ç. (2021). Uv Map & Texture od the 3D Character.
  • Erdoğdu, Z. Ç. (2022). Art Station. Retrieved from https://www.artstation.com/artwork/qQZGZR
  • Erdoğdu, Z. Ç. (2022). Art Station. Retrieved from https://www.artstation.com/artwork/aG8bJX
  • Escachx, M. (2018). Art Station. Retrieved from https://www.artstation.com/artwork/XBg32l
  • Fokin, E. (2016). Art Station. Retrieved from https://www.artstation.com/artwork/rDrde Game Market Reports and Forecasts. (2024, 01 10). Retrieved from https://newzoo.com/resources/blog/games-market-estimates-and-forecasts-2023#:~:text=As%20per%20the%20January%202024,%2D5.1%25%20dip%20in%202022
  • Golden, L. (2012). Deviant Art. Retrieved from https://www.deviantart.com/liamgolden/art/Female-Head-Bases-Low-Mid-n-HighPoly-277295217
  • Hansen, D. (2016). Game On! Video Game History From Pong and Pack-Man to Mario, Minecraft and More. New York: Macmillian Publishing Group.
  • Huizinga, J. (1993). Homo Ludens: An Essay on the Social Function of Play. İstanbul: Ayrıntı Publications.
  • Kaliroff, M. (2021). Retrieved from 20 Years Later: The Nintendo GameCube Is The Sixth Generation's Unexpected Champion: https://goombastomp.com/20-years-later-thenintendo-gamecube-is-the-sixth-generations-unexpected-champion/
  • Museum of Electronic Games & Art. (2021). Retrieved from https://www.m-e-ga.org/research-education/research/t42-tennis-for-two/
  • Noyons, M., MacQueen, D., Johnstone, B., Palm, T., Point, J.-C., & Behrmann, M. (2011). Mobile Games Architecture: State of the Art of the European Mobile Games Industry. Mobile Game Arch.
  • Rogers, S. (2014). Level Up! The Guide to Great Video Game Design . Wiley.
  • Seger, L. (2015). Creating Unforgettable Characters in Screenplay. İstanbul: Agora Bookstore.
  • TDK. (2023). Retrieved from https://www.tdk.gov.tr
  • Timeline of Computer History. (2023). Retrieved from Computer History Museum: https://www.computerhistory.org/timeline/graphicsgames/#169ebbe2ad45559efbc6eb357201e562
  • Turkey Game Market Report. (2023). Gaming in Turkey.
  • Vaughan, W. (2012). Digital Modeling. Berkeley: New Riders Pearson Education,Inc.
  • Wolf, M. J. (2008). The Video Game Explosion: A History from PONG to PlayStation and Beyond. London: Greenwood Press.
There are 22 citations in total.

Details

Primary Language English
Subjects Digital Game Design, Computer-Assisted Design, Visual Design
Journal Section RESEARCH ARTICLES
Authors

Zeynep Çuhadar Erdoğdu 0000-0003-0706-6363

Şeyda Üstünipek 0000-0003-2075-294X

Early Pub Date September 21, 2024
Publication Date October 1, 2024
Submission Date July 9, 2024
Acceptance Date September 18, 2024
Published in Issue Year 2024

Cite

APA Çuhadar Erdoğdu, Z., & Üstünipek, Ş. (2024). DEVELOPMENT PROCESS OF THREE-DIMENSIONAL CHARACTER DESIGN AND MODELING FOR MOBILE GAMES. Turkish Online Journal of Design Art and Communication, 14(4), 959-972. https://doi.org/10.7456/tojdac.1513365


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