Search results
Results From The WOW.Com Content Network
To place a file in this category, add the tag {{Non-free character|Video game character concept art}} to the bottom of the file's description page. If you are not sure which category a file belongs to, consult the file copyright tag page. If this category is very large, please consider placing your file in a new or existing subcategory.
To place a file in this category, add the tag {{Non-free character|Video game character artwork}} to the bottom of the file's description page. If you are not sure which category a file belongs to, consult the file copyright tag page .
Cryonically preserved characters in video games (12 P) L. LGBTQ characters in video games (5 C, 25 P) N. Nobility characters in video games (6 C, 30 P) O.
Articles on the English Wikipedia related to fictional characters originating in video games. This subject excludes characters that appeared originally for other media, such as licensed appearances. Video game species such as Pokémon also fall under the scope of this project, both as individual species and related lists. 9.1% List-Class; 23.1% ...
Lighting artist: A video game artist who works on the light dynamics of a video game. Lighting artists adjust colours and brightness to add mood to the game. The lighting changes made in a video game depends on the type of game being created. The goal of the lighting artist is to create a mood that suits the scene and the game. [21] [35]
For example, in some editions of Dungeons & Dragons the player rolls 4d6 and adds the highest three numbers to generate an ability score (attribute value) from 3 to 18. In the first editions of the Stormbringer role playing game, the character's race and class both are determined by rolling 1d100 and looking up the result in the appropriate table.
[[Category:Video game character templates]] to the <includeonly> section at the bottom of that page. Otherwise, add <noinclude>[[Category:Video game character templates]]</noinclude> to the end of the template code, making sure it starts on the same line as the code's last character.
Clicking any tile on the central axis of the board where (x, y) = (tileMapWidth / 2, y), will produce the same tile value for both world-x and world-y which in this example is 3 (0 indexed). Selecting the tile that lies one position on the right on the virtual grid, actually moves one tile less on the world-y and one tile more on the world-x.