CAROSA: A Tool for Authoring NPCs

  title={CAROSA: A Tool for Authoring NPCs},
  author={Jan M. Allbeck},
Certainly non-player characters (NPCs) can add richness to a game environment. A world without people (or at least humanoids) seems barren and artificial. People are often a major part of the setting of a game. Furthermore, watching NPCs perform and have a life outside of their interactions with the main character makes them appear more reasonable and believable. NPCs can also be used to move forward the storyline of a game or provide emotional elements. Authoring NPCs can, however, be very… CONTINUE READING


Publications citing this paper.


Publications referenced by this paper.
Showing 1-10 of 11 references

Eyecatching crowds: saliency based selective variation

R. McDonnell, L. Micheal, B. Hernandez, I. Rudomin, C. O’Sullivan
In ACM SIGGRAPH. pp. 1–10. ACM, New Orleans, Louisiana • 2009
View 1 Excerpt

Virtual Crowds: Methods, Simulation, and Control

Virtual Crowds: Methods, Simulation, and Control • 2008
View 2 Excerpts

Game Design

B. Bates
Course Technology PTR • 2004
View 1 Excerpt

Level-of-detail ai for a large role-playing game

M. Brockington
Rabin, S. (ed.) AI Game Programming Wisdom, pp. 419–425. Charles River Media, Inc., Hingham, MA • 2002
View 1 Excerpt

Similar Papers

Loading similar papers…