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University of Abertay Dundee AN EXPLORATION OF SITUATIONAL AWARENESS IN GAMEPLAY ANIMATIONS Jessica Hider BA (Hons) Computer Arts 2015

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University of Abertay Dundee

School of Arts, Media and Computer Games

May 2015

AN EXPLORATION OF SITUATIONAL AWARENESS IN GAMEPLAY ANIMATIONS

Jessica Hider

BA (Hons) Computer Arts 2015

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University of Abertay Dundee

Declaration

Author: Jessica Hider

Title: An exploration of situational awareness in gameplay animations

Qualification sought: BA (Hons) Computer Arts

Year: 2015

I. I certify that the above mentioned project is my original work

II. I agree that this dissertation may be reproduced, stored or transmitted, in any form and by any means without the prior written consent of the undersigned.

Signature ………………………………………………………………………………………………….

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Date ………………… 20/4/15 ……….……………………………………………………….………

ABSTRACT

With visual stimuli being the dominant factor in a players gaming experience,

importance must be placed on visual coherence in games. This can be achieved in

many ways using theories such as mise-en-scène, or environmental storytelling,

which aid with narrative exposition and establishing a mood. However, many games

fail to incorporate a character’s animations into the visual coherence, thus

characters often display little or no reaction to their surroundings. This is unrealistic

when compared with human behaviour and as a result can break character

believability and player immersion. To achieve naturalistic behaviour and visual

coherence, a character needs to demonstrate an awareness of their surroundings.

To demonstrate awareness, this project proposes the application of a model of

situational awareness, created by Mica Endsley, to an avatar’s gameplay animations

in order to rectify the visual discord. Using case studies to explore how avatars are

currently demonstrating awareness, a framework of how the three levels of

situational awareness (perception, comprehension and projection) is defined and

explained. This framework is iteratively applied to animation tests, reviewed and

then updated, with the process culminating in the development of the final

artefact, an interactive piece where the avatar demonstrates situational awareness

through their gameplay animations. This provides further areas of insight that

should be considered when applying situational awareness to gameplay animations.

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TABLE OF CONTENTS

ABSTRACT................................................................................................................... ii

TABLE OF CONTENTS.................................................................................................. iii

LIST OF FIGURES..........................................................................................................v

LIST OF TABLES...........................................................................................................vi

1 INTRODUCTION...................................................................................................1

2 CONTEXTUAL REVIEW.........................................................................................3

2.1 The Issue......................................................................................................3

2.2 Current Solutions & Thinking.......................................................................4

2.2.1 Relaxed Behaviour................................................................................4

2.2.2 Humanity System..................................................................................5

2.3 Contextual Review Summary.......................................................................6

3 METHODOLOGY..................................................................................................7

4 SOLUTION DEVELOPMENT..................................................................................9

4.1 Visual Coherence..........................................................................................9

4.2 Skilful Performance....................................................................................10

4.2.1 Twelve Principles of Animation...........................................................10

4.2.2 Seven Essential Acting Principals........................................................11

4.3 Awareness..................................................................................................12

4.4 Solution Development Summary................................................................14

5 SITUATIONAL AWARENESS...............................................................................15

5.1 Theory of Situational awareness................................................................15

5.2 Situational Awareness in Games................................................................16

5.2.1 Definition of surroundings..................................................................17

5.2.2 Demonstrating Personality..................................................................22

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6 PRACTICAL APPLICATION OF SITUATIONAL AWARENESS.................................24

6.1 Contextualisation.......................................................................................24

6.2 Prioritisation...............................................................................................25

6.3 Performance...............................................................................................25

7 CONCLUSION & FUTURE STUDY........................................................................27

8 APPENDICES......................................................................................................28

8.1 Appendix A – AI Behaviour.........................................................................28

8.1.1 Relaxed Behaviours.............................................................................28

8.1.2 Humanity Systems...............................................................................29

8.2 Appendix B – Game Animation Case Study Results....................................31

9 REFERENCES......................................................................................................35

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LIST OF FIGURES

Figure 3-1 Project Methodology.................................................................................7

Figure 5-1 Model of SA in Dynamic Decision Making (Endsley 2000).......................16

Figure 5-2 Other Character Categorisation System..................................................20

Figure 6-1 Prioritisation Model.................................................................................25

Figure 8-1 External Actions.......................................................................................28

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LIST OF TABLES

Table 8-1 The Wind Waker (2013)............................................................................31

Table 8-2 Journey (2013)..........................................................................................31

Table 8-3 The Last of Us (2013)................................................................................32

Table 8-4 Captain Toad: Treasure Tracker (2015).....................................................32

Table 8-5 Ni No Kuni: Curse of the White Witch (2010)............................................33

Table 8-6 Assassin's Creed III (2012).........................................................................33

Table 8-7 Tomb Raider (2013)..................................................................................34

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1 INTRODUCTION

Whilst playing video games, players are exposed to visual, audition and

occasionally haptic (tactile) feedback, however, each of these stimuli are not

equally received; Gaulin and McBurney (2001) explain that visual stimulus is more

prevalent over audition stimuli, calling this phenomenon visual dominance. As

visual stimulus is the most influential factor in a player’s experience, importance

should be placed on making sure all the viewed elements work together cohesively.

There are several theories for devising visual coherence, (Gibbs 2002; Monaco

2009; Worch and Smith 2010) yet one area that is often forgotten to be aligned

with the rest of the visuals, is the avatar’s gameplay animations; Hooks (2011)

encountered this when teaching at a games company. When he asked why the

avatar did not respond to the creepy atmosphere of the castle it was exploring, the

answer was the animators had not thought about how the location would affect the

character’s behaviour.

This discord between the avatar and their surroundings can lead to unrealistic

behaviour from the character and if severe enough, break the player’s immersion

(Develop 2013b). The discord is noticeable as humans change their behaviour in

reaction to their surroundings; a person in their home with the lights on will act

differently than if they were in a graveyard at midnight; a shy person’s behaviour

will differ when in a large crowd compared to being alone.

If game avatars are to become compelling, like humans, they need to change their

behaviour based on their surroundings (Perkins 2008). Several games (Assassin’s

Creed III 2012; The Last of Us 2013; Tomb Raider 2013) already have their avatars

exhibit spatial awareness, where they respond to the physical environment. Yet,

there is minimal demonstration of the avatar interacting with their surroundings

and other characters in a way that reflects the tone of the scenario as well as their

personality in their gameplay animations.

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Therefore, this research project aims to explore the following topic: Can current

animations be advanced so the avatar elicits a reaction to both the physicality and

tone of their surroundings, which reflects their personality and mood?

This project focuses on the gameplay animations of the player-controlled character,

the avatar, in third person games. When referring to the avatar moving towards a

goal, it is implied that the player is controlling this movement, and the avatar is not

moving of its own accord.

This project frames the topic from the standpoint of a visual discord between the

character and the environment. Through exploring visual coherence techniques, the

idea of a skilful performance emerges, leading to the concept of avatar awareness.

A model of situational awareness is proposed and its application to gameplay

animations is explored. Finally, elements of consideration that arose during the

practical application of situational awareness to an artefact are discussed.

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2 CONTEXTUAL REVIEW

2.1 The Issue

Whilst reviewing games such as The Last of Us (2013), Tomb Raider (2013), and The

Wind Waker (2013), it is clear to observe the visual discord when comparing

gameplay animations and cut-scene animations. In The Wind Waker (2013), during

the cut-scene when Link is rescuing his sister from the Forsaken Fortress, he sneaks

in to the room she is in, taking his time to look around and creep forward. However,

this behaviour is not represented in his gameplay animations during the rest of the

dungeon, even though the objectives and atmosphere is the same.

There is no reason why gameplay animations should exclude expressive behaviour;

Disney has long been imbuing their character’s movement with personality and

attitude with Thomas and Johnston (1981, p347) stating, “Walks... are one of the

animator’s key tools in communication. Many actors feel that the first step in

getting hold of a character is to analyse how he will walk.”

Many current video games fail to utilise performance-based locomotion and instead

focus on emphasising lifelike adaptive movement through procedural animation

(Sloan 2011). Hooks (2011) explains the lack of expressive animation is due to

finance and time budgets as believable actions cost more to animate and producers

figure it is unlikely to be noticed in a game environment.

However, as games have advanced so far, players are now calling for realistic

reactions from the avatar, including demonstrating situationally dependent

behaviour (Develop 2013a). Murray (1997) concurs with this idea, highlighting that

expressive gestures beyond that of physical movement are needed in order to build

comprehensive worlds. Murray (1997, p.150) believes, “there is no reason why

gestures could not be animated in a way that very closely matches the visual display

with the interactor’s movement and heightens the dramatic impact of the story”.

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To clarify, this project is not trying to guess what the player is feeling and display

that emotion through the avatar’s animations. It is solely focused on how the avatar

should react in relation to its own personality, mood or goals. Contrary to being

immersion breaking, by having the avatar display emotions that are uncontrolled by

the player it creates distance, which in turn allows empathy with the avatar (Hooks

and Jungbluth 2013).

2.2 Current Solutions & Thinking

Although there is little documentation for expressive avatar animation, there are

many systems and theories for creating expressive behaviour for non-playable

characters (NPCs) and buddy characters. These systems provided a base knowledge

of AI and adaptive behaviour design, which influenced the development of the

avatar’s reactive animation framework.

Section 2.2.1 to 2.2.3 details three different approaches to building character AI and

how they combat the issue of a visual discord between the character and its

surroundings.

2.2.1 Relaxed Behaviour

Anguelov and Shroff (2015) explained their approach towards developing

expressive interactive NPC AI behaviour in their 2015 Game Developers Conference

(GDC) talk for games such as Just Cause 3 (2015). They detail how relaxed

behaviour is needed for creating life with-in a space, immersing the player and

keeping them engaged as “if the world ignores the player, the player ignores the

world”. Having alterable NPC behaviour also offers the opportunity to express the

narrative of the game or world outside of cut-scenes.

The system Anguelov and Shroff developed is called external actions, where all the

environmental and contextual AI is embedded in the environment rather than in

the NPC’s AI [see appendix A for further details]. This means the system becomes

highly re-useable, as it is not tied to one character. This also allows behaviours and

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animations to be efficiently layered over a character, in a non-disruptive way to the

core AI, so the NPC can react to events happening in the world, such as being shot

or moving towards a fire for warmth, or interact with the environment, for example

leaning on a wall or sitting on a bench.

As this system has been designed to be used by multiple NPCs, it does not focus on

personality based performance and instead is populated with contextual actions.

Thus, external actions allows the NPC to contextually react to their environment

and events happening around them.

2.2.2 Humanity System

During his talk at GDC 2014, Robertson (2014) explained the AI and animation

systems behind the buddy character Elizabeth from Bioshock Infinite(2013). The

developers wanted the player to build a relationship with Elizabeth as well as give

her the illusion of life. Robertson explains to create the illusion of life they needed

an AI that reacted to the environment, other AI’s and the player.

To achieve this, the developers set up the ‘Liz squad’, a multidisciplinary team

whose purpose was to bring Elizabeth to life. They did this by creating her humanity

system, a combination of five subsystems focusing on different areas of interaction

and performance; Emotion system, Gesture system, Head and eye tracking, Smart

Terrain and Combat system [see appendix A for further details].

The humanity system is systemic, playing and interrupting based on the players

movements and decisions, thus player agency is never sacrificed. The humanity

system also makes use of layering animations. Hence, if Elizabeth is displaying an

angry emotion with her arms folded and then needs to move to keep up with the

player, instead of snapping between angry idle, walk, angry idle, her arms will stay

folded as she walks.

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Altogether, this means Elizabeth’s humanity system allows her to react to the

physicality and tone of the environment, as well as display her personality and

mood without sacrificing the player’s agency.

2.3 Contextual Review Summary

By identifying the issue of the avatar not responding to their surroundings and

framing it as a discord between the animations and the surroundings, this allows

the project to focus on giving the avatar personality and mood in accordance with

their character, rather than try to second guess what the player is feeling.

As can be seen in the examination current solutions used for AI behaviour of NPC’s

and buddy characters, it is possible to create interactive performance based

behaviour in a systemic manner which does not disrupt player agency. Therefore, it

should be possible to propose a model for the avatar, which allows the

demonstration of performance in relation to their surroundings whilst adhering to

player agency.

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3 METHODOLOGY

Figure 3.1 depicts the methodology followed during this project. With the issue of a

visual discord identified, an extensive literature and contextual review was carried

out to examine current models and systems used in games. These models were

then reshaped when compared with research into human behaviour and

psychology.

Following the reshape, came testing. This was carried out using practical tests to

explore different areas of animation. The practical tests were evaluated against a

set of aesthetic criteria based on existing theories (12 principles of animation

7

DissertationBlog

Document

Evaluate against

aesthetic criteria

Practical tests

Case studies

Test the model

Reshape the

model

Establish current

models

Figure 3-1 Project Methodology

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(Thomas and Johnston 1981), the framed image (Monaco 2009) and the 7 essential

acting principles (Hooks 2011)) and in relation to the current model for rectifying

the visual discord. The findings from these tests led to further research into

selected games, which then yielded further practical tests, and thus the cycle

repeated in an iterative format.

At many points, the testing revealed flaws in the model, and thus the model was

reshaped before the testing cycle began again.

The entire process was documented through a blog and this dissertation, which

allowed for critical analysis and evaluation of the processes undertaken and results.

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4 SOLUTION DEVELOPMENT

The current solutions discussed in section 2.2 focused on NPC’s or buddy characters

as little data was found for methods that were applied to the avatar. Due to the lack

of avatar related systems, the initial development for a solution began by

comparing how films and games achieve visual coherence, which led to examining

skilful performance in games and the concept of avatar awareness.

4.1 Visual Coherence

There are techniques that can aid in creating visual coherence, such as mise-en-

scène and environmental storytelling. Mise-en-scène, which originated in film, and

is concerned with all the visual elements that make up a shot, can be utilised in

order to influence the audience’s mood as well as advance the story through the

interplay of elements such as lighting, colour, props, framing, décor and

performance (Gibbs 2002).

Yet due to the interactive nature of games, the designer does not have as much

freedom with the camera compared to film; Falstein (2004), a 24-year game

industry veteran, explains that although the position of the camera can influence

the emotional involvement of the player, playability must come first. This is why

many games, such as Tomb Raider (2013) and Skyward Sword (2011), have cameras

that are set behind and slightly above the player, sacrificing emotional involvement,

but improving gameplay by giving the player a wider field of view.

In regards to this, a sub-section of mise-en-scène called the ‘framed image’,

described by Monaco (2009), is more appropriate when analysing games as it

focuses on everything within the frame, regardless of the position of the camera.

Another technique similar to mise-en-scène that ensures visual coherence among

the elements but accounts for dynamic movement through a space is

environmental storytelling. This technique is used when designing theme parks

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(Gamsutra 2000) but can also be applied to virtual worlds. According to Worch and

Smith (2010) by using this technique, the environment should self-narrate the

history of the place; the functional purpose of the place; what might happen next;

and the mood.

As Worch and Smith (2010) described, environmental storytelling is an effective

method for narrative exposition and creating atmosphere yet, for games, it misses

out a key component of mise-en-scène - action and performance. Gibbs (2002,

p.12) states, “At an important base level, mise-en-scène is concerned with the

action and the significance it might have. Whilst thinking about décor, lighting and

the use of colour, we should not forget how much can be expressed through the

direction of action and through skilful performance.”

If skilful performance can be aligned with the framed image and environmental

storytelling, then a visual coherence between the avatar, environment and tone in

games, in theory, should be achievable.

4.2 Skilful Performance

4.2.1 Twelve Principles of Animation

How do you achieve skilful performance in animation? This has been something

animators have been working on for years to achieve with Disney’s twelve

principles of animation, developed back in the 1930’s, still at the core of animation

(Thomas and Johnston 1981);

1. Squash and stretch

2. Anticipation

3. Staging

4. Straight ahead and pose to pose

5. Follow through and Overlapping action

6. Slow In and Slow Out

7. Arcs

8. Secondary Action

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9. Timing

10. Exaggeration

11. Solid Drawing

12. Appeal

Although these are at the heart of animated films, tv series etc., not all of the

principles can be translated across into dynamic gameplay; Cartwright (2014) talks

about the strict limitations they have for animating the characters on Skull Girls

(2012), a 2D fighting game, where moves can have as little as three drawings for the

avatar to move from an idle to hitting the other character, or lose the feeling of

responsiveness. Thus, the team has to sacrifice anticipation for gameplay, and

instead focus on overlapping action and exaggeration to bring performance to the

game.

Staging is also restricted during gameplay. As previously mentioned, the intimacy of

the camera may have to be sacrificed in order to aid the players view (Falstein

2004). However, there are ways to provide both artistic staging and retain

playability. An example of this is from Journey (2013) during the sand sliding stage

of the game. During the end of the segment, the player loses control of the camera

as it frames the silhouette of the avatar against the glimmering sand, architecture

and distant mountain, but still allows the player enough view of the world to avoid

obstacles.

4.2.2 Seven Essential Acting Principals

Although Disney’s 12 principles of animation explain how to animate the

performance of an action, they do not detail how to design the action. Instead we

can look to Hooks (2011) Seven Essential Acting Principles:

1. Thinking tends to lead to conclusions, and emotion tends to lead to action.

2. We humans empathize only with emotion. Your job as a character animator

is to create in the audience a sense of empathy with your character.

3. Theatrical reality is not the same thing as regular reality.

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4. Acting is doing; acting is also reacting.

5. Your character should play an action until something happens to make him

play a different action.

6. Scenes begin in the middle, not at the beginning.

7. A scene is a negotiation.

Aside from principles 6 and 7, as they are based on scripted action, all others could

be applied to dynamic animation in games.

Principle 2, the idea of empathy, can work in games as long as there is distance

between the avatar and player (as previously discussed in section 2.1). Principle 3 is

clearly seen in games like The Wind Waker (2013) where the design of the world

creates a stylistic reality, such as not dying when jumping from great heights.

Principle 5 can be applied in the technical implementation of animation and used in

the logic of the state machines.

It is principles 1 and 4 that stand out in relation to the project issue. To be able to

think and react, which is what is needed to rectify the current visual discord, the

avatar would first need to be aware of their surroundings.

4.3 Awareness

Most current game avatars demonstrate a high level of spatial awareness, where

they respond realistically to the physical world around them. In Assassin’s Creed III

(2012), Desmond had complex animation systems that allowed him to have

predictive foot placement (to allow adaptation to rapid changes in terrain height)

and respond to different degrees of gradation in a lifelike way (Gamasutra, 2013).

Yet it is often buddy characters and NPCs that demonstrate a higher level of

awareness of their surroundings. Ellie, the buddy character for most of the game in

The Last of Us (2013), will shy away if a torch is shone in her face, become startled

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by gunfire, or complain if you are needlessly shooting objects and wasting

ammunition (EuroGamer 2013).

Although these actions aid realism, they contain little personality. By contrast, in

The Wind Waker (2013), an enemy NPC called a Moblin not only shows an

awareness of other characters by being able to differentiate between friend or foe,

the way it is demonstrated is full of personality. This can be observed as when it

spots Link, it charges toward him and begins attacking recklessly. If during this

charge it accidentally hits another enemy, like a fellow Moblin, it looks around in

shock and surprise with its mouth wide open. These actions add to the idea that

this character has more brawn than brain, which is also reflected in its character

design.

Of the games researched [results in appendix B] Captain Toad, from Captain Toad:

Treasure Tracker (2015) was the avatar that demonstrated the highest level of

awareness to his surroundings. Captain Toad is aware of his enemies; he panics

when he has been spotted and this distress continues in his locomotion animations

when he is being chased. He also demonstrates awareness to the tone and

physicality of his surroundings, shivering in fright during spooky levels, shaking with

cold in ice levels and holding his breath when under water. However, he does not

react to events happening around him, such as the player moving parts of the level.

As shown from these game examples, avatars and characters are becoming

increasingly aware of their surroundings. Focusing on the avatar, there seems to be

no consistency to their demonstrated awareness; spatial movement might be highly

polished but then there is no distinction between other characters or tone of the

environment. Compared to the buddy characters and NPCs there is also a lack of

personality in the animations.

Therefore, to bring visual coherence through skilful performance to the avatar,

there needs to be an awareness model that can be applied to all of the

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surroundings, in order to maintain consistency and offers the opportunity to

express personality.

4.4 Solution Development Summary

Through the examination of mise-en-scène and environmental storytelling, it has

been identified that skilful performance is an important part of visual coherence. To

create a skilful performance for dynamic gameplay animations, the twelve

principles of animation (Thomas and Johnston 1981) and the seven essential acting

principles (Hooks 2011) can be used as aesthetic criteria for creation and

evaluation.

However, to fully achieve a skilful performance, the avatar needs to demonstrate a

consistent awareness of its surroundings and display its personality.

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5 SITUATIONAL AWARENESS

As highlighted in the previous section, awareness and personality is key for creating

a skilful performance and thus resolving the visual discord. The proposed model for

obtaining an aware avatar is based on a model of situational awareness.

This section details a brief outline on the theory behind situational awareness

before moving on to explain its application to an avatar’s animations, including

descriptions of the surroundings the avatar should react too. Following this is a

discussion on how situational awareness can demonstrate personality.

5.1 Theory of Situational awareness

Situational awareness (SA) was a phrase that originated from modern fighter pilots

where, simply put “it is the ability to know what is going on around you all of the

time” (Hendrick 1999, p.10). Endsley (2000, p.3), the current Chief Scientist of the

United Stated Air Force, has a more in-depth explanation, “the perception of the

elements in the environment within a volume of time and space, the

comprehension of their meaning and the projection of their status in the near

future.”

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Figure 5-2 Model of SA in Dynamic Decision Making (Endsley 2000)

According to Endsleys model, figure 5.1, there are three levels of SA:

- Perception: acquiring all of the relevant facts.

- Comprehension: understanding the facts in relation to current knowledge,

motivations and goals.

- Projection: forecasting the future status of events.

Therefore, in a decision process, the person takes in cues from visual, aural, tactile

and other stimuli and relates them to their goals or expectations before forecasting

what future situations may occur. Following these outcomes, they make their

decision and act upon it.

5.2 Situational Awareness in Games

In relation to gameplay animations, SA would be used to visualise the perception,

comprehension and projection of stimuli that the avatar was experiencing. Thus,

alongside stimuli the player can directly receive – visual, audio and haptic - the

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player can indirectly experience smell, taste, balance, heat etc. through the

reactions of the avatar.

The three levels of SA provide a framework where these reactions can be designed

and built in a scalable way to suit different sized projects, whilst maintaining a level

of consistency. In its simplest form SA would require the avatar to only look

towards stimulus in its surroundings, thus demonstrating perception of the world.

For any further advancement, the level of complexity is dictated by the design and

scope of the project.

SA can also easily be applied to any aspect of the avatars surroundings due to the

simplicity of the three levels. As SA is an open model, the definition for the

environment it is applying too will change based on its setting. The following section

details the surroundings that SA should be applied to when used in the context of

the avatar’s gameplay animations. It also offers examples of SA application to each

category in relation to the three levels of SA (perception, comprehension and

projection).

5.2.1 Definition of surroundings

To define the surroundings, case studies into several games were performed in

order to find common elements with which the avatar interacted. Seven games

were selected as they were third person games where the player controlled a single

avatar. A wide scope of styles was also chosen, in order to observe if there were

any broad commonalities in animations. The chosen games were:

- The Wind Waker (2013)

- Journey (2013)

- The Last of Us (2013)

- Captain Toad: Treasure Tracker (2015)

- Ni No Kuni: Curse of the White Witch (2010)

- Assassins Creed III (2012)

- Tomb Raider (2013)

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After studying these games closely, and observing what the avatars reacted too

[observations in appendix B], the following four categories are offered as a

definition of surroundings:

- The Environment

- Other Characters

- Player Agency

- Narrative Events

For further clarification, each of these four categories will be discussed in turn,

demonstrating the application of SA in relation to the avatar’s gameplay animations

and detailing example behaviour from current games.

5.2.1.1 The Environment

The environment consists of all parts of the landscape surrounding the avatar, both

physical and tonal. This includes, but is not limited to, the terrain, foliage, buildings,

props climate and atmosphere.

In relation to the physicality of the environment, the perception part of SA can be

applied to avatar navigation. This can be in a spatial awareness sense of the avatar

traversing terrain appropriately (such as in Assassin’s Creed III 2012). It can also

mean looking at points of interest the developers have predetermined to reinforce

an avatar’s objective or other environment based stimuli, similar to Elizabeths

systems from Bioshock Infinite (2013) as previously discussed in section 2.2.2.

For environment elements such as weather, the avatar can demonstrate

comprehension as well as perception. In Ni no Kuni (2010) when Olly enters the

Winter Isles, he shivers and tries to protect himself against the cold demonstrating

he has comprehension of heat stimuli. Comprehension can also come from the

avatar responding to environmental dangers, such as protecting themselves from

falling debris (Tomb Raider 201).

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Projection requires the avatar to be forward thinking, which is difficult to do in an

open world environment, as it would be very difficult for the avatar to guess where

the player wants to go. Thus, projection will most likely only be applied in areas

where player movement is limited. For example, when Lara has to make a

treacherous crossing across a gorge by climbing a fallen plane at the beginning of

Tomb Raider (2013), she demonstrates projection, by saying to herself “I can do

this.” There is nowhere else the player can meaningfully go, so this becomes an

appropriate place to use projection.

As highlighted by Hooks (2011), awareness of tone is often underrepresented in

games. As atmosphere is intangible, thus cannot be perceived, the importance lies

in the avatar demonstrating comprehension. Comprehension can be achieved

through most of the avatar’s gameplay animations, by altering the character’s

movement to reflect the surrounding tone. Captain Toad (Captain Toad: Treasure

Tracker 2015) will shiver in fright when in a spooky haunted house or happily toddle

about when in the sunshine highlighting his comprehension of the tone of the level.

5.2.1.2 Other Characters

In most games, the avatar will interact with another character in some way. Yet,

behaviour that differs depending on who the other character is, is rarely seen in

current games (Schell 2008).

By using the three core concepts of SA (perception, comprehension and projection),

it is possible to build a categorisation system for other characters, which the avatar

can then appropriately respond too.

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EntityNew: Appear Harmless?

Appear Dangerous?

Seen Before: Friend: Royalty

Civilian:ComradeFamilyTraderPetDweller: Older

Same AgeYounger

Foe: Highly DangerousDangerousAnnoying

Figure 5-3 Other Character Categorisation System

Figure 5.2 details a proposed high-level categorisation system for a third person

adventure game, such as The Wind Waker (2013), where the avatar has

encountered another character. For the ease of working through this example, the

other character the avatar has encountered shall be referred to as Entity.

The first categorisation is; has the avatar seen the Entity before? If the avatar has

not, how does it appear? If the Entity looks threatening, by carrying weapons,

breathing fire or roaring loudly for example, the avatar should be more cautious in

its approach. On the flipside, if the Entity resembles something small and fluffy,

then the avatar should approach without hesitation.

If the avatar has seen the Entity before, then does it fall it to the friend or foe

category? These top-level categories can then be further divided based on the

status of the Entity. The idea of the avatar being aware of status was proposed by

Schell (2008) in order for the avatar to appear more alive.

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The animations demonstrating this awareness do not have be deeply complex;

reaching for a weapon when approaching something dangerous, or dropping down

to head height when speaking to a small child subtly show an awareness of the

Entity the avatar is interacting with.

5.2.1.3 Player Agency

In the context of games, player agency refers to the player being able to take action

and see the results of the choices they have made (Murray 1997) which is normally

accomplished through controlling the avatar. Applying SA to player agency allows

the avatar to respond intelligently to the players input. This is mainly accomplished

by the avatar showing projection by forecasting the player’s movements and

adjusting the response accordingly.

An example of how this can be applied in game, is in a preview of the latest

(unreleased at time of writing) Zelda game; the developers comment how Epona, a

horse, will not collide with trees when she is being ridden as, “real horses don’t run

into trees” (GamersPrey HD 2014). In this case, the player still retains agency as

Epona will move in the inputted direction, yet Epona responds intelligently to that

input in the context of the surroundings by projecting that she will hit a tree then

altering course to avoid it.

5.2.1.4 Narrative Events

Narrative events are triggered real-time or pre-rendered cut-scene events that

advance the story or world of the game. Using The Wind Waker (2013) as an

example, a narrative event could be a critical narrative point, such as when Aryll is

kidnapped, or a minor side quest moment, such as turning the lighthouse’s light

back on, on Windfall Island.

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Perception can be used to direct the player’s attention to these moments. The Last

of Us (2013) had an optional mechanic where during a background in-game

cutscene, the player could focus the avatar’s attention in the direction of the event

by clicking a button, helpfully framing the cut-scene for the player under the illusion

the avatar was watching.

The next stage would be for the avatar to react to the cutscene, showing

comprehension of what happened. At the beginning of Tomb Raider (2013), Lara is

impaled on a piece of bone during a quick-time event. After she pulls herself free,

she holds her wound during her gameplay animations until she rests for the night

and heals. Not only does she maintain consistency between cutscenes and

gameplay she is also reacting to what happened during that cutscene

demonstrating comprehension of the event.

For cutscenes with little player agency, projection will most likely be included in the

bespoke animations. In the above case of Aryll’s kidnapping, Link shows projection

when he yells in fright just before Aryll is taken away. In cutscenes where the player

retains agency, projection requires a case-by-case evaluation to see if it can be

applied without disrupting the player’s movement.

5.2.2 Demonstrating Personality

SA holds the opportunity of expressing the avatars personality whilst being aware,

thus improving the avatar’s believability alongside visual coherence. SA does this as

it incorporates a person’s experience, training and goals into the decision they

make, which is then reflected in their reaction they make; if two people had the

same information and decision to make, they may still arrive at different outcomes

as, “no two individuals react identically, since no two are the same” (Egri 1960,

p.38).

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Being able to express personality is key to believability (Thomas and Johnston 1981;

Loyall 1997; Sandercock, Padgham and Zambetta 2006; Laird 2000). Having a

believable avatar can benefit the game in two ways. Firstly, “believable characters

significantly increase the immersion and the ‘fun’ that a player has” (Sandercock,

Padgham and Zambetta 2006, p.357). Secondly, believability is vital in creating

empathy in the player, which in turn means the player has a stronger engagement

with the avatar (Hall et al 2005).

One more point to consider when designing interactions for personality through SA,

is the avatars behaviour should be consistent in relation to their emotional and

motivational state (Ortony [no date]). An (extreme) example of non-coherent

behaviour would be if Lara (Tomb Raider 2013) started laughing whilst stabbing

another human, as if she was enjoying it. This would undermine her sense of

vulnerability and remorse, which the developers had been aiming for

(GameNewsOfficial 2012).

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6 PRACTICAL APPLICATION OF SITUATIONAL AWARENESS

During the course of this project an artefact, an interactive demo where the player

could control an avatar in an environment, was developed to test the practical

application of SA. This section details elements that arose when designing and

implementing SA animations in the artefact.

6.1 Contextualisation

Contextualisation is very important for gameplay animations. As previously

discussed in section 4, diverse reactive animations are often missing in games and

when this happens in a highly polished environment, it produces a visual discord.

However, it was observed during the development of the artefact that this visual

discord can occur in the opposite scenario, when the animations are highly reactive

due to SA, but the environment has little to support these reactions. Thus, to avoid

a visual discord, there should be consistency between the detail of the environment

and the avatar’s animations.

Contextualisation was also found to be significant when playing in game narrative

events, where the player retains agency. In the artefacts development, it was

found staging and timing needed to be carefully considered so the narrative event

could be seen by the player, otherwise the avatar’s SA animations made little sense.

To resolve the contextualisation issue in the artefact, lighting and environment

layout played roles in directing the player’s attention to the required area. Two

techniques used were: highlighting the area of interest through light whilst having

the rest of the surroundings dark, and raising up areas of interest so they were

viewable above the head of the avatar hence not requiring the player to make large

adjustments of the camera angle. Systems were also implemented to ensure if the

avatar was not close enough for the even to be seen, it did not happen. This

ensured when the avatar responded to the event, the SA animations were correctly

contextualised.

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6.2 Prioritisation

During the practical application of SA, it was discovered that the four categories

defining the avatar’s surroundings needed prioritising so the avatar could respond

appropriately as surroundings changed. Thus, a prioritisation model was developed.

This logic would be built into the avatar’s AI or state machine to aid switching

between animations.

Figure 6-4 Prioritisation Model

Figure 6.1 depicts the prioritisation model, which concentrates on an upward path

of layered behaviour. This allows for easy interruption or layering of behaviours in

response to the changing surroundings. Layered behaviour can be technically

achieved using feathered blending, animation masks, additive animation or

different sets of animation.

Using this model, the avatar always responded to player agency foremost, with

reactions to the environment, narrative events or other characters layered on top.

This allowed SA animations to play without disrupting player agency.

6.3 Performance

When designing emotive or expressive SA animations for an avatar, it is important

to consider how the posture looks from the typical gameplay camera position and

angle. In the case of third person games, the default position is behind and slightly

above the character (Falstein 2004). As the player will spend most of the game

looking at the avatar from this angle, the pose needs to be readable from this view.

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Other Characters

Narrative Events

The Environment

Player Agency

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During development of the artefact, it was found that the curvature of the spine,

shoulders and head played an important role in the readability of poses from

behind the avatar. Contrasting between being curled over and straightened up

helped accentuate each pose.

When applying perception, comprehension and projection to the avatar’s

animations in the artefact, the first pass, whilst reactive, did not depict the avatar’s

personality. In the second pass, closer attention was paid to the avatar’s goals,

experiences and knowledge (as highlighted in Endsley’s (2000) model of SA) when

designing the reactive animations. This brought a coherency to the animations

allowing for the avatar’s personality to emerge.

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7 CONCLUSION & FUTURE STUDY

In conclusion, by applying Endsley’s (2000) model of SA and its core elements of

perception, comprehension and projection, to an avatar’s gameplay animations, it

is possible for an avatar to react to both the physicality and tone of their

surroundings. As SA incorporates the abilities, experiences, training and goals into

the decision making process, the avatar can also demonstrate their personality by

how they react to their surroundings.

Following a prioritisation model, SA can be applied technically through layered

animations, allowing the player to retain agency and thus not disrupting gameplay.

Yet, as the emotions and moods demonstrated by the avatar are not controlled by

the player, it creates the distance required for empathy, which in turn means the

player and avatar bond becomes stronger.

As SA allows the avatar to be aware of all parts of their surroundings consistently,

due to the three levels of SA, and allows the expression of personality, it fulfils the

determined requirements needed for a skilful performance in games. Thus, it can

be used alongside the framed image and environmental storytelling to achieve a

visual coherence between the avatar and their surroundings.

For future study, an area of exploration would be to see how far the avatars

awareness could be pushed, to a degree where it starts to interfere with player

agency, before it becomes immersion breaking. It would be interesting to measure

the player’s reaction if an avatar refused to kill another character because that

decision conflicted with their personality, or if they ran away from a gang of

enemies because they were too frightened.

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8 APPENDICES

8.1 Appendix A – AI Behaviour

This appendix explains in detail how the AI systems discussed in section 2.2 work.

8.1.1 Relaxed Behaviours

In Bobby Anguelov’s and Jeet Shroff’s 2015 GDC talk [date], they explain their

approach to designing realistic interactive AI behaviour through external actions. An

external action is essentially an extension to the model of the smart object

approach, where the AI would be dragged and dropped into the level and

systemically reacts to the environment around it.

To achieve this, the external action contains the AI behaviours, animations and

sounds needed to execute. It also contains the context related to the external

action. Inside the context are the conditions which specifies which NPC’s the

behaviour can be applied to as well as a spatial link, which defines its position in the

world. Figure 8-1 visually depicts how these elements are contained within the

external action

Figure 8-5 External Actions

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Spatial Link

Conditions

AI Behaviours

Animations

Sounds

Context

External Action

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As the AI is embedded in the environment, it means external actions are highly

reusable, as they can be placed anywhere, and if combined with runtime

retargeting and IK solvers, can be used by any NPC. They are also memory efficient

as they won’t load unless the environment they are in is loaded.

8.1.2 Humanity Systems

In Shawn Robertson’s GDC talk (2014) about the AI and Animations systems for

Elizabeth, the buddy character in Bioshock Infinite, he discusses how they

approached developing Elizabeth, to create the illusion of life. The following is an

overview of the talk.

Cut-scenes offered high fidelity custom animations, an easier way to build life, but

with the cost of low interactivity. Although this works in a film setting, in an

interactive setting, the illusion of life depends on the AI’s reactions to the player

and to other AI’s.

However, there are far too many rules to be able to truly script these interactions

to appear like Elizabeth had humanity. Instead a team called the ‘Liz squad’ was

created to implement solutions that only existed to the player, it did not matter if

off screen she was teleporting or not obeying physics.

This team devised her humanity system, a contingent of five systemic sub-systems,

focusing on different areas of performance and interaction. With these being

systemic systems, Elizabeth could bail out of her system at any point, in order to

move with the player, thus not disrupting player agency.

The five systems were:

Emotion system: A library of emotions was created to be could be called upon

systemically if Elizabth saw something she did or did not like, or be scripted for

narrative events. There was also a catch-all emotion, in-case something happened

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but did not trigger an emotion. These emotions could be feathered over locomotion

or be full body if she was standing still.

Gesture system: Elizabeth had a lot of voice over (VO) during the game, but the

animators could not custom animate every sentence. Instead a library of gestures

was developed which could then be tagged in the VO by animators, designers or

others.

Head and eye tracking: Elizabeth will look around her either at other AI’s or towards

marked locations. This helps keep her alive if the player is not doing anything, by

maintaining a degree of movement in her body. It was also used to draw the

players attention to important parts of the game.

Smart Terrain: This was developed to aid Elizabeth’s interactions with the

environment. Technically it works by teleporting Elizabeth to a tagged smart terrain

object. She will be placed in the first frame of her animation, and if the player looks

towards her, she will play the animation for that object. This also evolved to allow

golden moments, special one off animations where if the player looks in the right

direction at the right time, they will Elizabeth do something special, like pluck a

flower form a bush and then place it on a body.

Combat system: The aim was not to interfere with the player but to retain her

character. This lead to Elizabeth being able to hide behind cover in combat,

flinching when getting shot at, and looking towards who is shooting her, a subtle

hint to the player where the danger is coming from.

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8.2 Appendix B – Game Animation Case Study Results

Seven games have been examined for the characters awareness in relation to their

surroundings. The following are observations made from playing these games.

Table 8-1 The Wind Waker (2013)

Movement Expression Awareness

- Leans forwards up steep

slopes

- Slows down before

stopping

- Can run up stairs

correctly, but not walk

- Demonstrates balancing

when on ship

- Expresses emotion

through face

- Blinks

- Shows happiness when

opening chests

- Looks at other

characters

- Doesn’t react if collides

with another character

- Will walk into walls

- Will appear exhausted

when on low health

- Does not show

awareness of heat

- Leans into strong winds

Table 8-2 Journey (2013)

Movement Expression Awareness

- Input is slowed when

running up a hill

- Leans forward to

accommodate incline

- Jump size blending

- Runs up slope instead of

walking up steps

- Slides to a stop when

running

- Moves feet when turning

- Walks differently in snow

than in sand, more stompy

- No facial animation, not

even blinking

- Stops walking if hitting a

wall

- Doesn’t look at

movement

- When scarf is empty,

does not react when

player tries to jump

- Doesn’t show awareness

of heat or cold

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Table 8-3 The Last of Us (2013)

Movement Expression Awareness

- Strafes left and right

instead of turning in that

direction

- If running, doesn’t stop

immediately

- Walks up and down

stairs correctly

- Can climb over different

size objects

- Blinks

- Expresses emotion

through verbal cues than

animation

- Most reactions are kept

to cutscene elements

- Looks in direction

camera is pointing

- Stops walking if hitting a

wall

- Looks in direction of

other characters if talking

- No reaction when

colliding with other

characters

- Reaches out to touch

vertical surfaces around

- Can’t hurt comrades

Table 8-4 Captain Toad: Treasure Tracker (2015)

Movement Expression Awareness

- Moves faster when

walking down slopes

- Stops instantly

- Leans into wind

- Walks up stairs correctly

- Movement is slower

when walking underwater

- Climbs up and down

ladders correctly

- Full facial animation

- Expresses happiness

when receiving gifts

- Will fall asleep if left in a

safe environment

- Shows distress when

being chased by the

enemy/ falling

- Sneezes when climbs out

of water

- Differentiates between

friend and foe

- Shivers with cold

- Shakes with fright in

spooky locations

- Holds breath when

under water

- Celebrates when hits a

foe with a turnip

- Watches enemies which

a reclose by

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Table 8-5 Ni No Kuni: Curse of the White Witch (2010)

Movement Expression Awareness

- Walks up and down

stairs correctly

- If movement stops mid-

cycle, will adapt to the

correct foot

- Wobbles when

balancing

- Feet adjust to terrain

angle

- Blinks

- Development in after

battle celebrations

reflecting growing

confidence

- No reaction to danger

around

- Will walk into walls

- Will look at other

characters

- Reacts to cold by

shivering

- Animations change to

reflect health

Table 8-6 Assassin's Creed III (2012)

Movement Expression Awareness

- Feet track to different

height terrain

- Jump blending

- Leans/scrambles up

steep terrain

- Advanced climbing

system

- Blinks - Looks at other

characters

- Walks into walls

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Table 8-7 Tomb Raider (2013)

Movement Expression Awareness

- Can climb on different

height objects

- Leans when walking up

steep slopes

- Feet track to different

terrain height

- Demonstrates balancing

- Jump blending

- Movement changes if in

a safe or dangerous area

- Full facial animation

- Facial expression

changes depending on

mood

- Blinks

- Shivers with cold or fear

- Holds injured area

- Covers head when falling

debris

- Will look at points of

interest in the

environment

- Flinches when there are

explosion

- Reaches out to touch

environment

- Looks towards danger

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10. BIBLIOGRAPHY

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