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Video Game Visualization Craig Prince. Outline Examine visualization in video games from 3 perspectives: 1.The Game Spectators 2.The Game Designers 3.The.

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Presentation on theme: "Video Game Visualization Craig Prince. Outline Examine visualization in video games from 3 perspectives: 1.The Game Spectators 2.The Game Designers 3.The."— Presentation transcript:

1 Video Game Visualization Craig Prince

2 Outline Examine visualization in video games from 3 perspectives: 1.The Game Spectators 2.The Game Designers 3.The Game Players

3 Outline (Cont.) For each perspective we’ll look at: A.The goals of visualization in this domain B.The current state-of-the-art C.Future directions of research

4 Summarization High Density of Information/Action May want excitement – to keep attention Gain a high-level understanding Analyze what has happened, or is happening and why Note: Spectators are not confined by the rules of the game Game Spectator Goals

5 Current Research 1 Action Summaries –Automatically extract exciting scenes –Create “highlight reel” and/or allow others to follow the action in real time Src: Halper et al. Action Summary for Computer Games: Extracting Action for Spectator Modes and Summaries. Proceedings of the 2 nd International Conference on the Application and Development of Computer Games.

6 Current Research 2 Visualizing Competitive Behavior Src: Hoobler, Humphreys, and Agrawala. Visualizing Competitive Behvaiors for Multi-User Virtual Environments. Submitted to IEEE Visualization 2004.

7 Current Research 3 Automatically Choosing Camera Angles –Define modules constraining camera –One module per camera context –Optimal camera position calculated from constraints –Software agent can choose camera module to use

8 Research Directions (for Game Spectators) Fit more action into a single frame –Remove irrelevant parts of a scene –Automatic Image Retargeting technique? Visualization of game turning-points, or fatal errors Better summaries by applying more advanced film making techniques –Automatically change lighting to add mood –E.g. outside building then inside, implies entry

9 Game Designer Goals Track progress/completion Compact representation of content –w/ ability to see overview and detail Want to understand user-experience

10 Design Tools 1 Exploded Views of Architectural Environments Src: Niederauer, Agrawala et al. Non-invasive Interactive Visualization of Dynamic Architectural Environments. ACM SIGGRAPH 2003 Symposium on Interactive Graphics

11 Design Tools 2 Scenario Editor (Genre: RPG)

12 Design Tools 3 Level Editor (Genre: FPS)

13 Research Ideas (for Game Developers) Ways to visualize causal/temporal relationships –If someone does X, then Y will happen when he/she is at Z, but not if W is true. –A happens after B and before C Visualization of user usage scenarios –How will the player progress through the game? Visualization of unfinished content –Highlight areas that are unfinished – preliminary textures, characters that are not fully specified, etc. Visualization of map flow to highlight points of interest/conflict

14 Game Player Goals Visually Pleasing Easy to understand Info at-a-glance Grab attention  reflex action Most efficient visualization not always best

15 Game Visualizations 1 Spatial Relationships (Genre: Space Combat) Src: Wing Commander 4 Src: Privateer 2 Src: EVE Online

16 Game Visualizations 2 Game Overview (Genre: Real-time Strategy) Src: Age of Mythology Src: Rise of Nations

17 Game Visualization 3 Navigation (Genre: Adventure) Src: Interaction Fiction Mapper

18 Game Visualization 4 Other Visualizations

19 Research Directions (for Game Players) Visualization of information to assist decision making –Highlight good places to hide –Indicators of weapon damage Visualizing histories – i.e. what events got me here Indicators/recognition of high-level tactics Adaptive visualizations – based on tactics or condition


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