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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
AN ACTION ARCADE WEB BASED GAME – SLIME ATTACK PLUS (BACKEND INTEGRATION) by Cheah Kean Huang
AN ACTION ARCADE WEB BASED GAME – SLIME ATTACK PLUS (BACKEND INTEGRATION) By Cheah Kean Huang A REPORT SUBMITTED TO Universiti Tunku Abdul Rahman In partial fulfillment of the requirements for the degree of BACHELOR OF INFORMATION SYSTEMS (HONS) INFORMATION SYSTEMS ENGINEERING Faculty of Information and Communication Technology (Perak Campus) MAY 2017 An Action Arcade Web-Based Game – Slime Attack Plus (Backend Integration) DECLARATION OF ORIGINALITY I declare that this report entitled “AN ACTION ARCADE WEB BASED GAME – SLIME ATTACK PLUS (BACKEND INTEGRATION)” is my own work except as cited in the references. The report has not been accepted for any degree and is not being submitted concurrently in candidature for any degree or other award. Signature : _________________________ Name : CHEAH KEAN HUANG . Date : 25th August 2017 . ii © 2017. Cheah Kean Huang. All Right Reserved. An Action Arcade Web-Based Game – Slime Attack Plus (Backend Integration) ACKNOWLEDGEMENTS I would like to express my sincere thanks and appreciation to my supervisors, Ms. Saw Seow Hui who has given me this bright opportunity to engage in a web-based game project. It is my first step to establish a career in game design field. A million thanks to you. Next, I would like to thanks to the other two more group members of this final year project, Ong Hui Huang and Chan Hoong Wai. Thanks for the patience, skills, teaching and the teamwork given by both of them. Without them there will not have this project and I may end up solo a title that I’m not capable of. Finally, I must say thanks to my parents and my family for their love, especially my mother, Tang Fong Yin, for giving fully support, love, and continuous encouragement throughout the whole course. -
Analyzing Space Dimensions in Video Games
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts. -
Development of a Finite Runner Mobile Game Bachelor's Thesis | Abstract
Bachelor's Thesis Information Technology Software Business 2015 Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME BACHELOR'S THESIS | ABSTRACT TURKU UNIVERSITY OF APPLIED SCIENCES Information Technology | Software Business 2015 | 41 Tiina Ferm Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME The purpose of this thesis was to examine the process of developing a finite runner game. The game was developed for an indie game development company called FakeFish to answer their need of a product that can be easily showcased and used as a reference point of what the company is capable of in a limited amount of time. The theoretical section of the thesis focused on the game’s concept, the endless runner genre’s characteristics and history, tools used, potential publishing platforms and the challenges of publishing in the segregated markets of the east and west. The empirical section of the thesis consisted of the game’s main programmed features, ad-based monetization, the interconnectivity of the level design and difficulty as well as building to a platform. Unity was chosen as the development platform due to it having low royalty fees, a big developer community and FakeFish’s previous experience with the Unity game engine. The game’s publishing in the future will happen in the western world only as publishing in Asia is a complicated and expensive process that FakeFish is not yet ready to undergo. The publishing channel for the game is going to be Google Play and the operating system Android as these match the game’s planned monetization model and performance requirements the best. -
PROCEDURAL CONTENT GENERATION for GAME DESIGNERS a Dissertation
UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design................................................................................................... -
Spjaldtölvur Í Norðlingaskóla Smáforrit Í Nóvember 2012 – Upplýsingar Um Forritin Skúlína Hlíf Kjartansdóttir – 31.8.2014
Spjaldtölvur í Norðlingaskóla Smáforrit í nóvember 2012 – upplýsingar um forritin Skúlína Hlíf Kjartansdóttir – 31.8.2014 Lýsingar eru úr iTunes Preview eða af vefsíðum fyrirtækja framleiðnda forritanna. ! Not found on itunes http://ruckygames.com/ 30/30 – Productivity By Binary Hammer https://itunes.apple.com/is/app/30-30/id505863977?mt=8 You have never experienced a task manager like this! Simple. Attractive. Useful. 30/30 helps you get stuff done! 3D Brain – Education / 1 Cold Spring Harbor Lab http://www.g2conline.org/ https://itunes.apple.com/is/app/3d-brain/id331399332?mt=8 Use your touch screen to rotate and zoom around 29 interactive structures. Discover how each brain region functions, what happens when it is injured, and how it is involved in mental illness. Each detailed structure comes with information on functions, disorders, brain damage, case studies, and links to modern research. 3DGlobe2X – Education By Sreeprakash Neelakantan http://schogini.com/ View More by This Developer https://itunes.apple.com/us/app/3d-globe-2x/id430309485?mt=8 2 An amazing way to twirl the world! This 3D globe can be rotated with a swipe of your finger. Spin it to the right or left, and if you want it closer zoom in, or else zoom out. Watch the world revolve at your fingertips! An interesting feature of this 3D globe is that you can type in the name of a place in the given space and it is shown on the 3D globe by affixing a flag to show you the exact location. Also, when you click on the flag, you will get the details about the place on your screen. -
Generating Rules for Video Games
feature Creativity In Code: Generating rules for video games Mediums such as fine art and poetry are common subjects in computational creativity—but what about something closer to home? Can computers be as creative in programming as they are in poetry? By Michael Cook DOI: 10.1145/2460436.2460449 omputational creativity research is littered with work in various high-culture domains: fine art, poetry, musical composition, and more. Both the general public and researchers themselves are fascinated by questions of aesthetics, whether machines can evoke emotion from us, and whether there is anything that sets Shakespeare Capart from Siri. Away from the arts lies an equally challenging medium, however; one that thousands of creative people engage with every day, and one that lies closer to computational creativity than any other—programming languages themselves. Many areas of computer science leveraged for personal creative expres- BAFTA-award winning Journey (see have already tried to tackle the prob- sion. The popularity of the Java-based Figure 1), or the taut depiction of war lem of programs that write programs. processing environment among artists in Spec Ops: The Line, we can also see Some subfields of artificial intelligence and designers is a good example of this. evidence that games are becoming an ex- grew out of kinds of program genera- The popularity of projects like Code pressive medium on an individual level. tion, such as inductive logic program- Year and Codecademy demonstrates Designer and critic Anna Anthropy ming or neural networks. In software the general public’s desire to under- calls for exactly this in her book Rise of engineering many optimization and stand the world of data and code and the Videogame Zinesters: “[the] transmis- abstraction techniques involve code reflects the increasingly prominent role sion of ideas and culture from person to that can “unroll” or automatically se- of programming in modern society. -
Procedural Content Generation
Procedural Content Generation 2018-03-27 Annoucements • Trajectory update • Extra credit – We've posted an optional assignment that – Meta: Game AI vs Academic, is worth up to 3 points of extra credit. It is Graphs + Search due by April 22, 11:55PM. – Assignment: competition with your fellow – Physical Acts: Movement, Steering classmates using the MOBA format from homework 5, with the addition of hero – Decide: FSMs, Plans, D&B Trees, agents. RBS, BBs, Fuzzy – Like homework 5 (and unlike homework 6), – PCG: Model, Learn and Generate the goal is to destroy the enemy base. – Note that this is a different due date than • HW6: Behavior trees. Thoughts? homework 7. – Remember to check which assignment • HW7 due Sunday, April 8 you are submitting to so that you do not accidentally submit to the wrong assignment Questions 1. Fuzzy Logic : D._._. to model V__ :: Probability theory: Model ______ 2. Three steps in fuzzy rule-based inference… 3. Example membership functions (Triangular…) 4. What is the vertical line rule? • Stolen terms (bits, space, scenarios): Procedural Content Generation for Games: A Survey • https://course.ccs.neu.edu/cs5150f13/readings/hendrikx_pcgg.pdf • Search-Based Procedural Content Generation: A Taxonomy and Survey • https://course.ccs.neu.edu/cs5150f13/readings/togelius_sbpcg.pdf • PCG in Games: A textbook and an overview of current research (2016) • http://pcgbook.com • http://pcg.wikidot.com/ Content is king! PROCEDURAL CONTENT GENERATION Procedural Content Generation • Use of computation instead of manual effort to -
Incredible Iphone and Ipad Games and the Stories Behind Them
Rigney Foreword by John Davison Incredible iPhone and iPad Games and the Stories Behind Them Ryan Rigney On the forefront of the mobile gaming revolution are real people with stories that are crazy, stressful, hilarious, and, in some cases, heart-wrenching. Written by respected video game journalist Ryan Rigney, Buttonless tells the stories behind some of the most interesting, well- designed, and notable games for the iPhone and iPad. The included games were chosen not only for their popularity, but also based on their inventive mechanics or polished design. For each, Rigney gives the reader a quick overview of the gameplay and the game’s distinguishing features, including statistics on development time, budgets, and downloads, before turning to the fascinating stories gathered from more than 100 interviews with those behind the scenes Incredible iPhone and iPad Games of the iTunes App Store. and the Stories Behind Them You’ll learn about: BUTT • The real origins of Angry Birds • How iOS critical darling Jet Car Stunts was born from one of the worst games of 1999––Carmageddon 3 • Canabalt creator Adam Saltsman’s weird obsession with leaping out of windows ONLESS • How the first-ever Iraqi video game went unpublished for 20 years before becoming an iOS exclusive • The tweet that saved Words With Friends • The napkin drawing that became the biggest-selling comic book series on the App Store “An in-depth exploration of gaming’s fastest growing space penned by one of its most avid and enthusiastic advocates.” –Will Herring, reviews editor at GamePro Magazine “The App Store is so incredibly fluid, the way Buttonless locks the wonderful little stories behind them in typographical amber is nothing short of a public service.” –Justin McElroy, managing editor at Joystiq.com Ryan Rigney is a freelance journalist who has covered the video-game indus- try from every angle for publications and sites including Gamasutra, PC Gamer, and GamePro. -
UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title Expressive Design Tools: Procedural Content Generation for Game Designers Permalink https://escholarship.org/uc/item/0fn558gq Author Smith, Gillian Margaret Publication Date 2012 Supplemental Material https://escholarship.org/uc/item/0fn558gq#supplemental Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ..................................................................................................................... -
Impact of Textual Feedback on Player Retention in Endless Runner Mobile Games
Impact of Textual Feedback on Player Retention in Endless Runner Mobile Games A thesis presented to the academic faculty in partial fulfillment of the requirement for the Degree Masters of Science in Game Science and Design in the College of Arts, Media and Design by Riddhi Padte Thesis Committee Chair: Dr. Casper Harteveld Thesis Advisor: Dr. Giovanni Troiano Northeastern University Boston, Massachusetts December 2019 1 2 Impact of Textual Feedback on Player Retention in Endless Runner Mobile Games by Riddhi Padte Abstract Player retention is key to free-to-play mobile games as their success relies heavily on players actively engaged in the game at any instant. Free-to-play games are widely played on mobile devices and endless runner mobile games, a type of game genre has been in the game industry since 2009. Endless runner games allow players to play endlessly while the game mechanic progressively becomes difficult. While such free-to-play business models aim to incentivize player retention, to date retaining players in a game for a long time remains challenging. This study investigates the use of textual feedback as a possible enhancer of player retention. I study textual feedback in free-to-play games under three different conditions, namely high-positive, low-positive, and no-textual-feedback. A study with 20 participants revealed that high-positive textual feedback impact player retention in free-to-play endless runner games, while low-positive has no impact. I conclude by discussing what the results mean to player retention and provide design recommendations for designers of free-to-play mobile games. -
Apps for Downloading Game 10 Best Game Apps for Android
apps for downloading game 10 best game apps for Android. Halfbrick Studios is a developer on Google Play. They have some of the most popular and fun mobile game apps out there. Their collection includes classics like Fruit Ninja and Jetpack Joyride along with others like Dan the Man and Raskulls (in beta as of this writing). These games represent some of the most popular in their genre. Fruit Ninja is classic arcade and Jetpack Joyride is classic infinite runner. Dan the Man is a decent mobile runner/fighter as well. These games all have simple, quick mechanics and serve as excellent time killers. Their newest game, Booster Raiders, is still under construction but it looks like it’s going to fit right into Halfbrick’s lineup. Monument Valley 1 and 2. Price: $3.99 and $4.99 respectively, with optional $1.99 DLC. The best free apps for your gaming PC. Update: We've added new kid on the block Raptr to our list. It's one you should check out — especially if you're rocking a modest PC with integrated graphics. Gaming on the PC is still a thriving business, despite the success of consoles such as the Playstation 4 and Xbox One. However, the 3D graphics used in the latest games can put a real strain on your PC. Check out the rest of our PC Gaming Week coverage. Fortunately, we've got some great free apps that can help you fine-tune your PC's gaming performance. We've also found some useful apps that can help you find the best games on sale, and even record and upload your own gaming videos onto sites like YouTube or Twitch.