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art of designing video games involves creating amazing images and realistic game
worlds. To create these features, a designer must decide how to present the view to the player
and how to make everything move in a realistic fashion. In this chapter, you will become
familiar with the differences between first-, second-, and third-person perspectives. You will
also see how character and scene designs are completed in both two-dimensional and three-
dimensional game worlds. Lastly, you will explore how the player moves in the game world
and how realistic movements are created with characters and background objects.
Chapter 4
Perspective, Scene Design,
and Basic Animation
Reading Prep. Before reading the chapter, skim the photos and
their captions. As you are reading, summarize the chapter content
and determine how these concepts contribute to the ideas presented
in the text.
College
and Career
Readiness
Check Your Video Game IQ
Before you begin this chapter, see what you already know about
video game design by taking the chapter pretest.
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Compare and contrast bitmap and vector images.
Explain how blitting and double buffering can reduce CPU usage.
Describe how to construct 3D models.
Contrast static and active animation.
Define terminology used in artistic creations and computer-generated images.
Create artistic assets for a video game.
Summarize how pixel and vertex shading are used to create the illusion of depth.
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