Categories
Thesis

Week 9: Tutorial & Review

This week, I had a review with Nigel to go over my progress. I shared the sources I’ve gathered so far, and he said my topic and research question look good. He recommended that I continue with my current direction, but also suggested finding a few more sources to expand my research base.

I also showed him the chapter structure I had planned. He reviewed it and confirmed it was on the right track. He didn’t suggest any major changes, just to make sure I cover more on the advancements in technology, such as game engines, and their impact on character design.

The feedback was reassuring, and I feel more confident moving forward. Next, I’ll focus on finding additional sources and refining my chapter structure.

Categories
Thesis

Week 8: Writing The Literature Review

This week, I focused on writing my literature review, which is a crucial part of my thesis. It’s where I summarize and discuss the existing research on my topic of how character design in games has evolved, from low-poly models to high-detail AAA characters. I aimed for around 550-600 words to keep it clear and concise, while also giving enough detail to show how my research fits within the larger conversation.

Instead of simply summarizing the articles, I organized the information by common themes. I grouped sources by topics like the role of game engines in character development, the impact of new modeling tools like ZBrush, and the technological advancements that allowed for more realistic designs. I also looked at the shift from basic design to more expressive, detailed characters, and how this affects the player’s experience.

While writing, I made sure to highlight gaps in current research, such as areas where technology has advanced faster than academic discussions, and areas that might need further exploration. This process not only helped me understand the current state of the field but also made me think about how my own work contributes to these ongoing discussions.

Now, I feel more confident in the direction my project is taking. I’ve identified key themes and connections in the existing research, which will help me in the next stages of the project.

Categories
Thesis

Week 7: Organising & Categorising Sources

This week, I’ve focused on gathering and organizing sources for my literature review. Rather than diving into writing right away, I spent time finding materials that are closely connected to my research on the evolution of character design in games, specifically the role of technology in shaping AAA game characters.

I used academic databases and library tools to find relevant sources, using specific keywords like “character design,” “game engines,” “3D modeling,” “Unreal Engine,” and “animation technology.” I made sure to filter sources based on their relevance to my chapters, including topics like modeling software, rigging systems, and the impact of new tools on character realism.

I also started building an initial bibliography. For each source, I made quick notes on:

  • What the source is about
  • Why it’s important for my research
  • Which chapter it might help support
  • Any key quotes or ideas to revisit later

Right now, my main focus is to get an overview of the existing research. I’m not diving too deeply into analysis yet. The goal is to understand the key discussions around my topic, so next week, I can start identifying important patterns and where my argument fits within the current research.

Categories
Thesis

Week 6: Refining Research Direction

This week, I’ve been narrowing down the focus of my research. My main question—how character design in AAA games evolved from low-poly to high-detail models—has become more specific. I’ve decided to concentrate on the key technologies that made this shift possible.

Rather than covering everything about game character evolution, I’m focusing on game engines, modeling software, and animation techniques. These are the key factors that have helped improve the quality and realism of characters over time.

I’m also refining the structure of my thesis and making sure my chapters flow in a logical order. I’ll be focusing on topics like:

  • How tools like ZBrush and Unreal Engine helped improve character design.
  • The importance of realistic texturing and advanced rigging.
  • Case studies of specific characters to show the evolution of design.

Next week, I’ll start researching more specific examples and looking into academic sources about these technologies. This will help me strengthen my analysis and ensure my thesis stays focused.

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.

Categories
Thesis

Week 4: Initial Research About Publications

This week, I focused on researching key areas for my thesis and identifying the most relevant keywords. It was all about finding the right terms to help guide my search and make my research more effective.

Keywords I’m focusing on:

  • Low-Poly vs High-Poly Models
  • AAA Game Character Design
  • Game Engine Technology
  • 3D Modeling and Sculpting in Games
  • PBR Texturing
  • Rigging and Animation Tools
  • Metahumans in Game Design
  • AI in Character Creation

Using these keywords, I’ve been exploring Google Scholar and reading books to gather information. The goal is to dive deeper into how character design in games evolved and what tools and technologies made this possible.

I’ve started looking into the role of game engines, like Unreal Engine, and how they’ve improved character design. Also, understanding the shift from low-poly models to the highly detailed AAA characters we see today is fascinating.

It’s been an exciting week of gathering useful resources.

Categories
Thesis

Week 3: Finalizing Topic & Research Question

This week, I decided on my final thesis topic and research question. I knew I wanted to focus on 3D animation in games because that’s what I enjoy the most. I didn’t want to choose something random — I wanted a topic that shows how the game industry is changing and growing.

The topic I chose is:
The Evolution of Character Design in Games: From Low-Poly Aesthetics to AAA


My research question is:
How has character design in AAA games changed from low-polygon models to the detailed characters we see today, and what new technology made this possible?

I picked this because I find it interesting to see how game characters have improved over the years. They started out very simple, but now they look very realistic and detailed. I want to learn how that change happened and what tools helped artists create better characters.

Things I Will Be Looking Into:

  • How game engines (like Unreal Engine) helped improve character design
  • How modeling changed from low-poly to high-poly and sculpting
  • How new ways of texturing (like PBR) added more detail
  • How rigging and animation tools have improved
  • How big game studios work on characters step-by-step
  • Examples of characters that changed over time in different games
  • New tools like Metahumans and AI in character creation
  • How better characters help players feel more connected to the game

Choosing this topic has made me feel more focused and excited. I’m ready to learn more and move forward with my research.

Categories
Thesis

Week 2: Exploring Possible Topics

This week, I thought about what I want to do for my FMP thesis. I’ve always been interested in 3D animation, so I knew I wanted to pick a topic related to that. I didn’t want to choose just anything — I wanted something that feels important and connected to what’s happening in the industry now.

I looked at how animation is changing with new tools and technology. I also thought about how animation isn’t just about how it looks — it can tell stories and show emotions too. I tried to balance my interest in the technical side with the creative and emotional side.

After doing some research and watching industry talks, I came up with these three topic ideas:

  1. The Evolution of Character Design in Games: From Low-Poly Aesthetics to AAA
  2. Animating the Essence of Anime: Translating 2D Stylization Principles into 3D Character Animation
  3. Beyond Realism: The Appeal of Stylized Motion in Anime-Inspired 3D Animation

In the end, I chose The Evolution of Character Design in Games. I’m really interested in how game characters have changed over time, from simple designs to highly detailed AAA characters. This topic lets me explore both how the visuals have improved and how character design affects storytelling and player connection.

Categories
Thesis

Week 1: Introduction To The Brief

For this assignment, I’m writing a draft literature review for my final major project (FMP) thesis. I need to pick a research question related to our course, explain my research goals (150–200 words), and find academic sources to support my ideas. This will help build the base for my thesis proposal. I’ll use Harvard referencing and make sure all sources are cited properly. The feedback I get on this will help me improve my final proposal.

Nigel asked us some questions to help us think about our interests and how they link to our FMP. Here are my answers:

  1. What area do you want to focus on after graduation?
    I want to work on character modeling and animation in films and games. I enjoy building detailed characters with a good story.
  2. What skills do you need?
    I need to improve my animation and get better at world-building in Unreal Engine. I’ve started learning these in Term 1 but need more practice.
  3. How will you show your FMP?
    My FMP will be a short film that shows my skills in storytelling, animation, and character design. It will be shown at the final exhibition.
  4. Is your thesis connected to your practical work?
    Yes. Both focus on stylization, virtual worlds, and themes like motivation and getting lost in digital spaces like games.
  5. Is any of your research unrelated to your film?
    No, all of it is linked. The research helps shape the ideas in my film.