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The Computer Games Journal Ltd Registered Company No ISSN 2052-773X The Computer Games Journal Ltd Registered company no. SC 441838 Registered address: 5 Golf Course Rd, Skelmorlie, North Ayrshire, UK (post code PA17 5BH) journal website: www.computergamesjournal.com journal enquiries: [email protected] The Computer Games Journal Volume 2 Edition 1 Candlemas 2013 Reproduction rights owned by The Computer Games Journal ©2013-14 The Computer Games Journal 2(1) Candlemas 2013 Editor-in-Chief Dr John N Sutherland BSc, MSc, EdD, CEng, CISE, CISP, MBCS Deputy Editors-in-Chief Dr Tony Maude BSc (Hons), PhD, BD (Hons) Dr Malcolm Sutherland BSc (Hons), PhD Editorial Board Prof. Alonzo Addison, University of California Prof. Ian Marshall, Coventry University Aaron Allport, Blitz Games Studios Dr Kenny MacAlpine, University of Abertay Dundee Jennifer Ash, IBM Dr Hannah Marston, Deutsche Sporthochschule, Koln Brian Baglow, Revolver PR Alex McGivern, Reality Council Dawn Beasley, Mission Resourcing Ltd Stephen McGlinchey, Eurocom Developments Ltd Pauline Belford, Edinburgh Telford College Simon Meek, Tern Digital Matt Black, Blitz Games Studios Andy Miah, Creative Futures Research Council Kim Blake, Blitz Games Studios John Nash, Blitz Games Studios Peter Bloomfield; Software Engineer, Vertual Ltd Walter Patterson, e3Net Prof. Paul Bourke, University of Western Australia Gary Penn, Denki Ltd Dr Fiona Cameron, University of Western Sydney Eve Penford-Dennis (freelance game developer) Dr Gianna Cassidy, Glasgow Caledonian University Dr Mike Reddy, Newport University Phil Carlisle, Namaste Prof. Skip Rizzo, University of Southern California Dr Prathap Chandran, Smartlearn Telcomp Derek Robertson, Learning and Teaching Scotland Pierre Corbeil, retired professor, Quebec Sheila Robinson, Solvebrand Gordon Dow, PowerLunchClub Ltd Karl Royle, University of Wolverhampton Barry Elder, Digital Minds Mario Santana, VSMM Society Laurence Emms, Pixar Lol Scragg, Gamify Consultancy David Farrell, Glasgow Caledonian University Matt Seeney, Gameology Consultancy Dr Antonio Ramires, Universidade do Minho Stuart Slater, University of Wolverhampton Ross Forshaw, Linx Online Ltd Martin Williamson Smith, University of the West of Scotland Bill Gallacher, Reid Kerr College Colin Smyth, Blitz Games Studios Alan Gauld, BT Prof. Ian Smythe, Newport University Remi Gillig, Asobo Studio Mazen Sukkar, Headstrong Games Jullian Gold, Short Fuse Ltd David Thomson, founder of Ludometrics Natalie Griffith, Blitz Games Studios Prof. Jim Terkeurst, University of Winsconsin Richard Hackett, Blitz Games Studios Prof. Harold Thwaites, Multimedia University Cyberjaya Muhammad Nouman Hanif, Radius Interactive Prof. Olga de Troyer, Vrije Universiteit Brussel Douglas Henry, Bigpoint Chris Viggers, Blitz Games Studios Michael Heron, Epitaph Online Dr Krzysztof Walczak, Poznan University of Economics Mark Hobbs, Natural Motion Peter Walsh, Vancouver Film School Prof. Charalampos Karagiannidis, University of Thessaly Shaun Wilson, RMIT University Romana Khan, Caledonian University Chris Wright, Games Analytics Chris van der Kuyl, Brightsolid Anne Wuebbenhorst, Digital Goldfish Aims of The Computer Games Journal The focus of The Computer Games Journal is on new and emerging technologies, market trends and other critical issues facing the computer games industry. The journal draws particular attention to research by undergraduate and postgraduate students, and commentary by industry professionals. The intention is to promote and publish information, which is of direct relevance to both computer games entrepreneurs and to students who are intent on developing a career in the industry. Reproduction rights owned by The Computer Games Journal Ltd 1 ©2013-14 www.computergamesjournal.com The Computer Games Journal 2(1) Candlemas 2013 The Computer Games Journal Volume 2 edition 1 (Candlemas 2013): contents Editorial Games, Ghandi and wrecked trains Mike Reddy 3 - 5 Papers Exploring user experience in game interface: a case study of The Sims 3 Nazlena Mohamad Ali, Siti Zahidah Abdullah, Juhana Salim, Hyowon Lee 6 - 18 A quantitative study exploring the difference between gaming genre preferences Anil Bilgihan, Cihan Cobanoglu, Khaldoon Nusair, Fevzi Okumus, Milos Bujisic 19 - 40 Correctly and accurately combining normal maps in 3D engines Christopher Dutton 41 - 54 “Likely to be eaten by a Grue” – the relevance of text games in the modern era Michael Heron 55 – 67 Learning to “do history” through gameplay Maria Mavrommati, Despina Makridou Bousiou, Pierre Corbeil 68 - 84 Real time muscle texture morphing Greg Penninck 85 - 99 Reproduction rights owned by The Computer Games Journal Ltd 2 ©2013-14 www.computergamesjournal.com The Computer Games Journal 2(1) Candlemas 2013 Editorial: games, Ghandi and wrecked trains Written by Dr Mike Reddy Lecturer and course leader Address: Faculty of Arts and Business, The University of Wales Newport, City Campus, Newport, Wales (UK) (post-code: NP20 2BP) e-mail: [email protected] By the time you read this, one of the best computer games degrees in the UK (at the University of Wales Newport) will be no more. (The institution itself will not exist much longer, due to Welsh Assembly-led, government-imposed restructuring and institutional mergers.) I say, with some conviction, that this degree course was one of the best, owing more to the achievements and commitment of the students, than those of the teaching staff. This was evidenced by a string of achievements, including BAFTA nominations; Dare to be Digital awards; international recognition of a number of graduate-seeded indie developers; and, an enviable employment rate in the UK Games industry. This should serve as a warning that being the best does not save a degree course from closure (although it is acknowledged that universities in the UK have an over-provision of games related awards, if direct employment in the industry is the main factor under consideration). The BSc in Games Development and A.I. began in late 2004 and lasted just under a decade, during most of which I had the honour to be teaching some of the many specialist modules. Towards the end, I was the only lecturer and programme leader, due to redundancies and funding council cuts in what we now recognise is a retracting HE sector. When I arrived at Newport in 2005, I knew I had my work cut out for me. My mission was to raise the standard of the award so it would survive the inevitable deflation of vocational awards aimed at the creative industries, when promised graduate employment did not materialise for many. It was not that Newport‟s BSc degree (designed by a colleague and friend Dr. Shane Lee) was inappropriate; rather, it was (like many novice institutions) that we lacked recognition and industry support. This problem was made more difficult by not being geographically situated beside an existing cluster of game developers. Another factor was preparation for Skillset accreditation, but most of all, we needed to consider graduate employability in a fiercely competitive first jobs market. People in the games industry have criticised some games courses as being nothing more than “bums on seats”, under resourced, and out of date. Common complaints from industry have included (i) lack of real experience of the team-based nature of games development; and, (ii) the inability to specialise in the homogenous learning environment of a university – made worse in some institutions by the majority of modules being shared with other computing awards (due to economies of scale more than naked duplicity) – when careers in games development are strongly disciplined. Graduate recruitment - conservatively forecast by some spokespeople at 25% - was considered the gold standard for evaluating an institution‟s worth; not unreasonably, given that networking and “whom you know” are important determining factors for entering many creative industries. After hard-won consultations with several prominent development studios, the need for direct experience of cross-disciplinary development practices in large groups was identified as essential for Newport graduates, along with exposure to standard industry practices. However, such heterogeneous experience was at odds with traditional, standardised individual HE assessment. Collaboration over the last ten years with a variety of fellow lecturers involved with the BA Games Design degree (thankfully not yet under threat of closure) has proven that it is possible to provide relevant experience despite the following obstacles: (i) the culture clash between students from Reproduction rights owned by The Computer Games Journal Ltd 3 ©2013-14 www.computergamesjournal.com The Computer Games Journal 2(1) Candlemas 2013 disparate disciplines; (ii) the emphasis on process rather than product; (iii) the need for fair assessment of individual performance; and, (iv) the necessity of the importance of pipelines for production. The first year of the “train wreck” module was a result of ESF KEF Innovation Strategy Funding, which oiled the machinery of inter-departmental politics. As we had received external resources, eyes were on us to achieve collaboration, when traditional animosities between disciplines might otherwise have prevented such a venture. It helped when the external evaluator for the KEF programme identified Newport‟s part as an “example of best practice” in collaboration; and it must be said that friction between the lecturers delivering this shared teaching was non-existent (but was apparent in attitudes of colleagues and some managers).
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