Game Asset Repetition

Greuter, S and Nash, A 2014, 'Game Asset Repetition', in Keith Nesbitt (ed.) Proceedings of the 2014 Conference on Interactive Entertainment (IE 2014), New York, United States, 2-3 December 2014IE 2014, pp. 1-5.


Document type: Conference Paper
Collection: Conference Papers

Title Game Asset Repetition
Author(s) Greuter, S
Nash, A
Year 2014
Conference name IE 2014
Conference location New York, United States
Conference dates 2-3 December 2014IE 2014
Proceedings title Proceedings of the 2014 Conference on Interactive Entertainment (IE 2014)
Editor(s) Keith Nesbitt
Publisher ACM
Place of publication United States
Start page 1
End page 5
Total pages 5
Abstract The frequent repetition of visual assets, such as the frequent appearance of a particular game object in a game world or the repetition of a character's animation cycle, often becomes apparent to players when they encounter such repetition within a short period of time. A certain amount of visual repetition has always been accepted by players, however as technology improves and game worlds tend towards more detail, the repetition of assets in games becomes more obvious. Particularly graphically advanced games require an increasing number of assets to hide the repetition and to create believable game worlds. This paper examines various levels of asset repetition in electronic games and addresses problems that can arise. The paper describes some contemporary approaches used by artists in the industry to hide repetition, and touches on current technologies that might be applied in game development to address this problem.
Subjects Computer Gaming and Animation
Keyword(s) Game Assets
Asset Repetition
Procedural Generation
DOI - identifier 10.1145/2677758.2677782
Copyright notice © 2014 ACM
ISBN 9781450327909
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