Computer Games Architecture: The Development of Character Modeling in Adult Computer Games
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This paper examines the history of computer modeling and animation in adult computer games over the last two decades. Beginning by providing some needed context on Tom Hudson and Gary Yost (two giants of computer games architecture development), the writer then carefully describes the earliest manifestations of CAD-3D technology. The paper then explains the many achievements of Tom Hudson (and a few others) as he (and they) slowly worked towards 3D Studio (and beyond) and today's contemporary 3Ds Max technology. The paper concludes by looking at what the future holds for 3Ds Max software and for computer games in general.
From the Paper:"In the final analysis, this writer is of the view that the last several versions of the 3Ds Max have been, more or less, expansions upon earlier themes or innovations; they have not been radical departures from the past. Consequently, the future will probably continue to see the same linear progression while those who enjoy playing computer games will find themselves confronted with entertainment that features more in-depth narratives, more complicated story lines, and more arresting visual imagery; in effect, adult users of adult computer games will be basically "playing" movies - with themselves as the directors."
Cite this Descriptive Essay:
Computer Games Architecture: The Development of Character Modeling in Adult Computer Games (2007, December 01) Retrieved September 19, 2019, from https://www.academon.com/descriptive-essay/computer-games-architecture-the-development-of-character-modeling-in-adult-computer-games-133307/
"Computer Games Architecture: The Development of Character Modeling in Adult Computer Games" 01 December 2007. Web. 19 September. 2019. <https://www.academon.com/descriptive-essay/computer-games-architecture-the-development-of-character-modeling-in-adult-computer-games-133307/>