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Designing a Character Based Animation with anti-social behaviour and violent environment to evaluate the interactiveness of the game

1.0 Introduction

Since 1979 when Willy Higinbotham designed the first video game there has been a huge craze revolving around it (Wikipedia Contributors, 2007). Almost hundreds of TV games are released every year and a lot more are set in a contemporary, real world settings e.g. The Getaway, GTA, and Tony Hawks so on. The "look and feels" of these games are designed in such a way that they produce a real life experience effects to the users. The reasons why 3D games attract many people are because of it creating an exciting effect. For instance, the 3D design of streets, buildings, lighting, vehicles and other sound & visual effects etc are the main points that produces the thrilling effects. In addition, the character's animation is the major significant point which brings out the reality from these virtual games. The behaviour, features, expressions, gestures, body & facial styles are the major things which the game designer has to keep in mind when creating an interactive game. This report will be primarily focusing on some of the key methods on how to create an interactive character based animation and some of the less important points which could help in providing nice effects in the character and the environment as well.

The designing of the game's environment will be based on the anti-social behaviour of the users which in this case presumably would be teenagers. This will identify whether the teenagers will feel more interesting while playing these kind of games or would go for some nice pleasant easy games like Tony Hawks, where there is minimal interaction. According to the TV game research (eNET.com, 2004); 30% of players' age ranges from 16 to 20. In addition, the teenager's animation in the game is related with their real life situations such as, catching bus, chatting, smoking, kissing on the corner, shouting on the street and so on. These situations bring in the feel of the real life as these are done in usual life as well and so they will feel more realistic while playing game. According to (BBC News, 2004), "I have never felt a time like the present when so much is so wrong with living in the UK". This should presumably attract lot of kids towards this kind of character and environment based animated games.

Conclusion

Conclusively, it can be said that anti-social proved to be more interactive and attractive but there wasn't any big difference between the both. May be on the larger interviews and more questionnaires, things can be deduced more clearly. But as far as for this is concerned, it proved really interactive.

Future Work

The environment and animation are just a sample for this topic. There is still a large space to expand and consummate for this topic. For instance, we can create teenager's behaviour when they are in school or at home. We may also be able to create a proper game about a teenager's social life such as the sins. In addition, there are many things that can be updated in the future to make the game more interesting to play. For example, the language and clothes is not an immovable stuff in the game, it will be changed after each period time. So through update those kinds of things, can make the game more interesting and realistic. There is a game that will be published by Rockstar Games that is called Bully.

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