ANIMATION FORMS IN VIDEO GAMES A CLASSIFICATION STUDY BASED ON GAME MECHANICS

Cahit ÜSTÜN
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Abstract

The first inventions that aimed to convey the movement had features of animated films rather than filming. However, cinema and animation began to emerge as an art, not only with the transmission of movement. The creation of software-based graphics enabled video games to be created with computer graphics, and digital games using three-dimensional graphics began to appear in other attractive animation applications. So again, game technology animation filmmaking, different forms specific to games began. Since this study accepts it as a form of making cinema, not a genre of cinema, using the ways of using cinema in video games to understand, define and use it with game mechanics. In the study, video games were examined and the animation methods used here were defined, and these methods were classified and analyzed within the teachings. Video games cooperate closely with the art of cinema. Although the digital game shows a software-based structure, its aesthetic components can be included in the animation universe. The research has shown that the playing experience is actually an animation experience and has classified these experience areas with examples in this direction.
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基于游戏机制的电子游戏中的动画形式分类研究
第一批旨在传达运动的发明具有动画电影的特征,而不是电影。然而,电影和动画作为一门艺术开始出现,不仅仅是随着运动的传播。基于软件的图形的创建使得视频游戏可以用计算机图形来创建,使用三维图形的数字游戏开始出现在其他有吸引力的动画应用程序中。再一次,游戏技术动画电影制作,针对游戏的不同形式开始了。由于本研究将其视为制作电影的一种形式,而不是电影的一种类型,因此可以使用在电子游戏中使用电影的方式来理解、定义和使用它与游戏机制。在研究中,我们考察了电子游戏,定义了这里使用的动画方法,并在教学中对这些方法进行了分类和分析。电子游戏与电影艺术密切合作。虽然数字游戏呈现出基于软件的结构,但其美学成分可以包含在动画世界中。研究表明,游戏体验实际上是一种动画体验,并将这些体验区域按此方向分类。
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审稿时长
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