Abstract
Crowds of non-player characters are increasingly common in contemporary video games. It is often the case that individual models are re-used, lowering visual variety in the crowd and potentially affecting realism and believability. This paper explores a number of approaches to increase visual diversity in large game crowds, and discusses a procedural solution for generating diverse non-player character models. This is evaluated using mixed methods, including a “clone spotting” activity and measurement of impact on computational overheads, in order to present a multi-faceted and adjustable solution to increase believability and variety in video game crowds.
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Oxspring, S., Kirman, B., Szymanezyk, O. (2013). Attack on the Clones: Managing Player Perceptions of Visual Variety and Believability in Video Game Crowds. In: Reidsma, D., Katayose, H., Nijholt, A. (eds) Advances in Computer Entertainment. ACE 2013. Lecture Notes in Computer Science, vol 8253. Springer, Cham. https://doi.org/10.1007/978-3-319-03161-3_26
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DOI: https://doi.org/10.1007/978-3-319-03161-3_26
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-03160-6
Online ISBN: 978-3-319-03161-3
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