Today while writing up thankfully the last few sections of my dissertation I discovered my critical framework. It sounds quite bad that a week or so before deadlines is the time i realise what my framework is but in truth it's been there all along. Reading through my dissertation, the honours project, the case study and even the way i evaluate the success of my project it's already there. It's just taken me till now to actually put it in one place and recognise that they are all the aspects I've been using to analyse everything.
So now.. what seems to me like a pretty late addition to the documentation of my project.. I'll explain what it is that has been the underlying structure behind my thinking.
The elements marked with Blue are related to things the performance needs to maintain credibility, those shaded in orange are industry specific limitations that are needed to validate that the outcome is a viable one for the medium of games.
Term
|
Description
|
Illusion of Life
|
Does the performance give the impression that the character has thought
processes, goals and memories like those of other narrative media?
|
Individuality
|
Is the performance true to that characters individual personality?
|
Body Language
|
Can the performance be read without the presence of dialogue or facial
expressions?
|
Suspension of Disbelief
|
Does the character maintain credibility at all times?
|
Player Agency
|
Does the performance maintain credibility whilst allowing the player
to have complete freedom to do as they please?
|
Animator Control
|
How much control over the final performance does the animator have?
Will the performance suffer with less control?
|
Time and Money
|
Will the method used be economically viable based on time
constraints?
|
There it is.
In other news i should be posting more of the final clips in the next few days.
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