So, finally it has been finished... But... I still need to translate it (it's in Portuguese). I had great help from many people when writing this and I am very pleased with the outcome.An analysis on FPS (First-Person Shooters/First-Person View) genre covering from possible platform configurations to content issues, this study is a approach to try to understand what it means to be immersed and present in FPS games. It is strongly based on VR and digital game academic literatures with considerations for next paradigm shifts.I will have the pdf available ASAP, for now, just the cover, back cover and the abstract, if you are interested in reading it in Portuguese anyways, hit me an email.AbstractThis research aims to investigate immersion and presence in FPS as qualitativeapproach. This investigation is done by taking in account the two decades ofsuccesses on the FPS genre in the games industry in which has been observedparadigm transformations that include control mappings, depth of interaction,graphic realism, considerable expansion in multi-user environments etc. Themethodology has been an heuristic one with such an ontological focus situatedbetween the relations of the specific FPS genre and virtual reality done by anorganization of bibliographic references and a discussion with professionals fromthe international industry. From the selected survey which has been organized andselected as a qualitative approach within the academic literature in both virtualreality and digital games to establish a synthesis of factors to be observed in casestudies and evaluated by invited developers from the FPS games industry. This way,it relates the concepts, situating immersion in the field of the convincing experienceof the game and that of being in the game. In parallel, the term virtual reality (as asupport), by which multi-form definitions emplaces it between device configurationsor setups related to sensorial perception and of psychological experiences providedby this medium, the extra-sensorial reach, reflects the development of a projectedimmersive reproduction by which users of this medium describe the sense ofpresence, of being in another place or another world. It is believed that the resultof this work should contribute to fulfill of studies in the specific FPS genre field,within the own virtual reality studies and possibly in the aiding of design for thedevelopment of the FPS games.Keywords: Immersion, Presence, Virtual Reality, First-person Shooters, Games,Topophilosophy. This character has been developed for both high-end animation and also real-time application use. Two meshes were built out of one whole process. From the initial design concept to modeling, high resolution mesh modeling, uv mapping, texturing, rigging, animation and exportation. This character was used for demo at the SBGames 2007 Independent Games Festival under XNA catagory and contributed to get the third place. It was also used for the book published in 2008 "XNA 2.0 Game Programming".Character s head:Character Marine Head from Carlos Sousa on Vimeo.This is a little video animation done with the high resolution character... Skin shader was used for the head and displacement maps were used for the suit...This is a playblast video of the character done before the render of the animation... I decided to put this here because it was my first CG chacter