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Attention guiding principles in 3D adventure games

Published:21 July 2013Publication History

ABSTRACT

Computer game design lacks a language for visual narrative principles in ways similar to those in architecture, film, and theme park design. We develop visual narrative methods in which spatial composition principles enhance goal direction attention within the overarching level structure of computer adventure games. Based on our observation of goal-directed attention game design patterns in existing 3D adventure games, we attempt to define a language that game designers can utilize to prototype levels more efficiently and apply them to a testing scenario.

References

  1. Björk, S., and Holopainen, J. 2005. Patterns In Game Design. Charles River Media Game Development Series. Charles River Media.Google ScholarGoogle Scholar
  2. Milam, D., and Nasr, M. S. E. 2010. Design patterns to guide player movement in 3d games. In Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, ACM, New York, NY, USA, Sandbox '10, 37--42. Google ScholarGoogle ScholarDigital LibraryDigital Library

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  • Published in

    cover image ACM Conferences
    SIGGRAPH '13: ACM SIGGRAPH 2013 Posters
    July 2013
    115 pages
    ISBN:9781450323420
    DOI:10.1145/2503385

    Copyright © 2013 ACM

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 21 July 2013

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