THE DEVELOPMENT PROCESS OF THE COMPUTER GAME „GHOST LAND“
DOI:
https://doi.org/10.24867/20BE50MladenovicKeywords:
Computer games, Animation, Games designAbstract
This paper presents the development process of the computer game „Ghost land“. The key elements of the game are described and some implementation details are explained.
References
[1] McCabe, Patrick. Create Computer Games: Design and Build Your Own Game. John Wiley & Sons, 2017.
[2] Ibister, K. "Better Game Characters by Design." (2006).
[3] Burgoon, Judee K., et al. "Relational messages associated with nonverbal behaviors." Human communication research 10.3 (1984): 351-378.
[4] Lindzey, Gardner Ed, and Elliot Ed Aronson. "The handbook of social psychology." (1968).
[5] Isbister, Katherine, and Clifford Nass. "Consistency of personality in interactive characters: verbal cues, non-verbal cues, and user characteristics." International journal of human-computer studies 53.2 (2000): 251-267.
[6] Leuthesser, Lance, Chiranjeev S. Kohli, and Katrin R. Harich. "Brand equity: the halo effect measure." European journal of marketing (1995).
[7] Zebrowitz, Leslie A., and Joann M. Montepare. "Social psychological face perception: Why appearance matters." Social and personality psychology compass 2.3 (2008): 1497-1517.
[8] Zebrowitz, Leslie A., and Robert G. Franklin Jr. "The attractiveness halo effect and the babyface stereotype in older and younger adults: Similarities, own-age accentuation, and older adult positivity effects." Experimental aging research 40.3 (2014): 375-393.
[9] Chin, Jennifer A. "Baby-Face Killers: A Cry for Uniform Treatment for Youths Who Murder, From Trial to Sentencing." JL & Pol'y 8 (1999): 287.
[2] Ibister, K. "Better Game Characters by Design." (2006).
[3] Burgoon, Judee K., et al. "Relational messages associated with nonverbal behaviors." Human communication research 10.3 (1984): 351-378.
[4] Lindzey, Gardner Ed, and Elliot Ed Aronson. "The handbook of social psychology." (1968).
[5] Isbister, Katherine, and Clifford Nass. "Consistency of personality in interactive characters: verbal cues, non-verbal cues, and user characteristics." International journal of human-computer studies 53.2 (2000): 251-267.
[6] Leuthesser, Lance, Chiranjeev S. Kohli, and Katrin R. Harich. "Brand equity: the halo effect measure." European journal of marketing (1995).
[7] Zebrowitz, Leslie A., and Joann M. Montepare. "Social psychological face perception: Why appearance matters." Social and personality psychology compass 2.3 (2008): 1497-1517.
[8] Zebrowitz, Leslie A., and Robert G. Franklin Jr. "The attractiveness halo effect and the babyface stereotype in older and younger adults: Similarities, own-age accentuation, and older adult positivity effects." Experimental aging research 40.3 (2014): 375-393.
[9] Chin, Jennifer A. "Baby-Face Killers: A Cry for Uniform Treatment for Youths Who Murder, From Trial to Sentencing." JL & Pol'y 8 (1999): 287.
Downloads
Published
2022-11-08
Issue
Section
Electrotechnical and Computer Engineering