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Developing a Virtual Monster into Reality

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Developing a Virtual Monster into Reality

The purpose of this thesis was to find out methods with which game monster parts could be made as realistic and durable as possible.

As reference a monster character from the video game Resident Evil 2 was used. The thesis reflects on differences when planning a character for a game and when planning a game character into real life. The aim of this process was to improve the author’s problem-solving skills and further understanding of process planning. The purpose was to see a creature that was originally planned for a video game from a real-life perspective.

The research methods were partly interviewing and prototyping for a wider understanding. For the thesis, staff members at the game company Remedy, Design Factory and Hämeenlinna Theater were interviewed. Prototyping was done by testing different kinds of materials and constructing life-size and small-scale parts.

The result of the thesis are instructions and an analysis of what makes parts durable and realistic, what must be taken in consideration and what could be improved. The knowledge will be useful in international cosplay competitions.

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