Categories
Thesis

Week 5: Exploring Possible Chapters & Structures

This week, I’m working on drafting the chapters and overall structure for my thesis. After gathering research and identifying key topics, I’ve laid out the chapters in a way that will guide the reader through the evolution of character design in video games, starting from early low-poly models to the detailed AAA characters of today. Here’s my proposed breakdown:

1. Chapter 1: Introduction
This chapter will introduce my thesis, providing an overview of the topic and outlining my research question. I’ll explain the significance of the evolution of character design in games, from the limitations of early designs to the modern era of high-fidelity character models.

2. Chapter 2: Early Character Design – Low-Poly Limitations
In this chapter, I’ll cover how early 3D game characters were constrained by the hardware and technological limitations of their time. I’ll explore the role of low-poly models and the need for techniques like Level of Detail (LOD) to optimize performance in early games.

3. Chapter 3: Technological Advancements – Progress in Game Engines, Graphics Hardware, and Modeling Tools
This chapter will dive into the technological advancements that allowed for the evolution of character design. I’ll focus on how game engines like Unreal Engine, improved graphics hardware, and tools like ZBrush enabled the creation of more detailed, complex characters. These advancements revolutionized the industry and changed the workflow for character artists.

4. Chapter 4: Visual and Artistic Techniques – Realism and Stylistic Choices
In this chapter, I’ll shift focus to how visual and artistic choices have evolved. While early designs were limited by technical constraints, modern AAA games have prioritized realism, expressiveness, and detailed textures. I’ll discuss how these stylistic choices shape the look and feel of contemporary game characters.

5. Chapter 5: Production Pipelines in AAA Studios – Collaborative Workflows
I’ll describe the production pipelines in AAA studios, where large teams of specialized artists work together to develop characters. This chapter will explain the detailed workflow, from concept art and 3D modeling to animation and in-game implementation.

6. Chapter 6: Case Studies – Evolution of Specific Characters
This chapter will look at the evolution of well-known game characters across multiple generations. I’ll provide examples of how characters like Lara Croft from Tomb Raider or Ezio Auditore from Assassin’s Creed have changed in response to advancements in technology and design principles.

7. Chapter 7: Impact and Future Trends – Player Immersion and Emerging Technologies
Finally, I’ll discuss the impact of these advancements on player immersion and how players form emotional connections with game characters. I’ll also look ahead at emerging technologies like Metahumans and AI, and how they might shape the future of character design.

This structure will help me focus on the evolution of character design in a logical and easy-to-follow way, showing how technology and artistry have come together to shape today’s AAA characters. Each chapter will build upon the last, providing a clear narrative that answers my research question.

Leave a Reply

Your email address will not be published. Required fields are marked *