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Attack on the Clones: Managing Player Perceptions of Visual Variety and Believability in Video Game Crowds

  • Sean Oxspring
  • Ben Kirman
  • Oliver Szymanezyk
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8253)

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.

Keywords

Crowds video games visual diversity multi-agent systems 

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Copyright information

© Springer International Publishing Switzerland 2013

Authors and Affiliations

  • Sean Oxspring
    • 1
  • Ben Kirman
    • 2
  • Oliver Szymanezyk
    • 2
  1. 1.Top Notch Studios Ltd.UK
  2. 2.Lincoln Games Research GroupUniversity of LincolnUK

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