Emily Blane

Creating Convincing Characters Using Analysis of The Uncanny Valley Phenomenon

This project investigates the phenomenon of the ‘Uncanny Valley’ effect in reference to video game character design and explores the best pipelines in the production of a believable, life-like character.

The aim of this project is to learn the processes which a 3D Character Artist uses when designing and building characters that express an illusion of life and allow the player to connect empathetically with them. This is an important aspect of game design, especially within narrative-based games where characters act as the main tool in telling the story. My characters are based on Greek mythology and are presented within a game engine.

Project info

  • Developer Emily Blane
  • Showcase year 2021
  • Programme Computer Arts

Creating Convincing Characters Using Analysis of The Uncanny Valley Phenomenon

This project investigates the subject of ‘Uncanny Valley’ in reference to video game character design, and explores the best pipelines in the production of a believable, life-like character.

Credits

“Creating Convincing Characters Using Analysis of The Uncanny Valley Phenomenon” is a 2021 Digital Graduate Show project by Emily Blane, a Computer Arts student at Abertay University.

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Full Project – Part 1

Full Project – Part 2

Emily Blane

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