School of Game Development Program Brochure
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Game Level Layout from Design Specification
EUROGRAPHICS 2014 / B. Lévy and J. Kautz Volume 33 (2014), Number 2 (Guest Editors) Game Level Layout from Design Specification Chongyang Ma∗z Nicholas Vining∗ Sylvain Lefebvrey Alla Sheffer∗ ∗ University of British Columbia y ALICE/INRIA z University of Southern California Abstract The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer-controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre-existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user-specified blocks. Our method allows designers to retain control of the gameplay flow via user-specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph-decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real-life inputs, and generate appealing layouts conforming to user specifications. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Curve, surface, solid, and object representations 1. -
Towards Balancing Fun and Exertion in Exergames
Towards Balancing Fun and Exertion in Exergames Exploring the Impact of Movement-Based Controller Devices, Exercise Concepts, Game Adaptivity and Player Modes on Player Experience and Training Intensity in Different Exergame Settings Zur Erlangung des Grades eines Doktors der Naturwissenschaften (Dr. rer. nat.) genehmigte Dissertation von Anna Lisa Martin-Niedecken (geb. Martin) aus Hadamar Tag der Einreichung: 05.11.2020, Tag der Prüfung: 11.02.2021 1. Gutachten: Prof. Dr. rer. medic. Josef Wiemeyer 2. Gutachten: Prof. Dr. rer. nat. Frank Hänsel Darmstadt – D 17 Department of Human Sciences Institute of Sport Science Towards Balancing Fun and Exertion in Exergames: Exploring the Impact of Movement-Based Controller Devices, Exercise Concepts, Game Adaptivity and Player Modes on Player Experience and Training Intensity in Different Exergame Settings Zur Erlangung des Grades eines Doktors der Naturwissenschaften (Dr. rer. nat.) genehmigte Dissertation von Anna Lisa Martin-Niedecken (geb. Martin) aus Hadamar am Fachbereich Humanwissenschaften der Technischen Universität Darmstadt 1. Gutachten: Prof. Dr. rer. medic. Josef Wiemeyer 2. Gutachten: Prof. Dr. rer. nat. Frank Hänsel Tag der Einreichung: 05.11.2020 Tag der Prüfung: 11.02.2021 Darmstadt, Technische Universität Darmstadt Darmstadt — D 17 Bitte zitieren Sie dieses Dokument als: URN: urn:nbn:de:tuda-tuprints-141864 URL: https://tuprints.ulb.tu-darmstadt.de/id/eprint/14186 Dieses Dokument wird bereitgestellt von tuprints, E-Publishing-Service der TU Darmstadt http://tuprints.ulb.tu-darmstadt.de [email protected] Jahr der Veröffentlichung der Dissertation auf TUprints: 2021 Die Veröffentlichung steht unter folgender Creative Commons Lizenz: Namensnennung – Share Alike 4.0 International (CC BY-SA 4.0) Attribution – Share Alike 4.0 International (CC BY-SA 4.0) https://creativecommons.org/licenses/by-sa/4.0/ Erklärungen laut Promotionsordnung §8 Abs. -
Introducing the Game Design Matrix: a Step-By-Step Process for Creating Serious Games
Air Force Institute of Technology AFIT Scholar Theses and Dissertations Student Graduate Works 3-2020 Introducing the Game Design Matrix: A Step-by-Step Process for Creating Serious Games Aaron J. Pendleton Follow this and additional works at: https://scholar.afit.edu/etd Part of the Educational Assessment, Evaluation, and Research Commons, Game Design Commons, and the Instructional Media Design Commons Recommended Citation Pendleton, Aaron J., "Introducing the Game Design Matrix: A Step-by-Step Process for Creating Serious Games" (2020). Theses and Dissertations. 4347. https://scholar.afit.edu/etd/4347 This Thesis is brought to you for free and open access by the Student Graduate Works at AFIT Scholar. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of AFIT Scholar. For more information, please contact [email protected]. INTRODUCING THE GAME DESIGN MATRIX: A STEP-BY-STEP PROCESS FOR CREATING SERIOUS GAMES THESIS Aaron J. Pendleton, Captain, USAF AFIT-ENG-MS-20-M-054 DEPARTMENT OF THE AIR FORCE AIR UNIVERSITY AIR FORCE INSTITUTE OF TECHNOLOGY Wright-Patterson Air Force Base, Ohio DISTRIBUTION STATEMENT A APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. The views expressed in this document are those of the author and do not reflect the official policy or position of the United States Air Force, the United States Department of Defense or the United States Government. This material is declared a work of the U.S. Government and is not subject to copyright protection in the United States. AFIT-ENG-MS-20-M-054 INTRODUCING THE GAME DESIGN MATRIX: A STEP-BY-STEP PROCESS FOR CREATING LEARNING OBJECTIVE BASED SERIOUS GAMES THESIS Presented to the Faculty Department of Electrical and Computer Engineering Graduate School of Engineering and Management Air Force Institute of Technology Air University Air Education and Training Command in Partial Fulfillment of the Requirements for the Degree of Master of Science in Cyberspace Operations Aaron J. -
The Decline of Mmos
The Decline of MMOs Prof. Richard A. Bartle University of Essex United Kingdom May 2013 Abstract Ten years ago, massively-multiplayer online role-playing games (MMOs) had a bright and exciting future. Today, their prospects do not look so glorious. In an effort to attract ever-more players, their gameplay has gradually been diluted and their core audience has deserted them. Now that even their sources of new casual players are drying up, MMOs face a slow and steady decline. Their problems are easy to enumerate: they cost too much to make; too many of them play the exact same way; new revenue models put off key groups of players; they lack immersion; they lack wit and personality; players have been trained to want experiences that they don’t actually want; designers are forbidden from experimenting. The solutions to these problems are less easy to state. Can anything be done to prevent MMOs from fading away? Well, yes it can. The question is, will the patient take the medicine? Introduction From their lofty position as representing the future of videogames, MMOs have fallen hard. Whereas once they were innovative and compelling, now they are repetitive and take-it-or-leave-it. Although they remain profitable at the moment, we know (from the way that the casual games market fragmented when it matured) that this is not sustainable in the long term: players will either leave for other types of game or focus on particular mechanics that have limited appeal or that can be abstracted out as stand-alone games (or even apps). -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
Designing Affective Games with Physiological Input Lennart E
Designing Affective Games with Physiological Input Lennart E. Nacke Regan L. Mandryk University of Saskatchewan University of Saskatchewan 110 Science Place, Saskatoon, SK 110 Science Place, Saskatoon, SK Canada Canada [email protected] [email protected] ABSTRACT information about user emotion [1] and/or cognition [6]) are With the advent of new game controllers, traditional input becoming more popular in desktop software design as well mechanisms for games have changed to include gestural [2]. For human-computer interaction evaluative studies, this interfaces and camera recognition techniques, which are marks a shift from analyses centering on usability to those being further explored with the likes of Sony’s PlayStation that are looking at the full spectrum of user experience Move and Microsoft’s Kinect. Soon these techniques will (UX). These studies focus on human aspects of interaction, include affective input to control game interaction and such as the behavioral, perceptual, emotional, and cognitive mechanics. Thus, it is important to explore which game capabilities of people [5]. designs work best with which affective input technologies, giving special regard to direct and indirect methods. In this In addition to evaluating affective user responses, the use of paper, we discuss some affective measurement techniques a player’s own cognitive and emotional state as input – and development ideas for using these as control known as affective input – is an exciting input possibility mechanisms for affective game design using that has not been fully explored in the context of games [4]. psychophysiological input. Affective input has seen use as a direct method of control in accessibility applications, and as an indirect method of Author Keywords control in biofeedback training for meditation and phobia Affective computing, entertainment computing, treatment. -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
Game Design Involving Online Tools
Analyzing a Process of Collaborative Game Design Involving Online Tools Sandra B. Fan1, Brian R. Johnson2, Yun-En Liu1, Tyler S. Robison1, Rolfe R. Schmidt1, Steven L. Tanimoto1 1. Department of Computer Science and Engineering 2. Department of Architecture University of Washington, Seattle, WA 98195, USA 1: {sbfan, yunliu, trobison, rolfe, tanimoto}@cs.uw.edu; 2: [email protected] Abstract collaboration tools for problem solving across a range of disciplines. In particular, we take a state-space- In this study, we explore how problem solving and search approach to modeling the design process, based design can be modeled using state-space-search on the classical AI theory of problem solving. methodology, by engaging in the design of two During each design exercise, we utilized different educational games. Additionally, we wanted to online collaboration tools: our own INFACT system, discover how online communication tools could be Google Wave beta, as well as our CoSolve used to support collaborative design. We used three environment for modeling state-space problem solving, online tools: 1) CoSolve, a collaborative problem- and we developed two games: Go Atom, a chemistry solving environment that we developed, 2) Google game, and Eco-avelli, a climate change game. Wave, a wiki/chat hybrid communication tool, and 3) In Section 2, we will describe the existing INFACT, a discussion forum that we built for use in technologies and the state-space-search design education. We used these tools to design Go Atom, a methodology in more detail. In Sections 3, 4 & 5, we chemistry game, and Eco-avelli, a game that intended will describe our specific design process of creating to demonstrate the politics of climate change. -
Art and Art History 1
Art and Art History 1 theoretical knowledge to create meaningful artistic contributions. Visual ART AND ART HISTORY imagery created through painting, drawing, printmaking, book arts, ceramics, sculpture, graphic design, media arts, or game design are Art & Art History educates artists, scholars and teachers by fostering emphasized in this program. Additionally, students can also pursue teacher creative expression, visual literacy, and critical thinking through practice certification to apply their artistic skills in the K-12 classroom. and research. By developing mastery of various disciplines in art, students are prepared to become leaders in their chosen careers and make positive 2D contributions to the world. Art & Art History is fully accredited by the • Artist National Association of Schools of Art and Design (NASAD). • Fashion illustrator • Comic illustrator Contact Information • Storyboarder For more information, contact Art & Art History at 402.554.2420. • Medical illustrator Website (http://www.unomaha.edu/college-of-communication-fine- • Art therapist arts-and-media/art-and-art-history/) • Concept artist Admissions • Art educator Any student enrolled in the College of Communication, Fine Arts and Media 3D may declare a major in Art & Art History. To advance to upper level courses, students working on their BASA must pass a portfolio review (ART 2000), • Sculptor which is normally conducted after a student has completed the Studio Core • Art educator I courses, or the equivalents. • Special effects artist • 3D animator Degrees -
Art Games Applied to Disability
Figure 1. Thatgamecompany. PlayStation 3. (2009), Flower. Figure 2. Thatgamecompany. PlayStation 4. (2013), Flow. Esther Guanche Dorta. Phd student. [email protected] Ana Marqués Ibáñez. Teacher. [email protected] Department of Didactics of Plastic Expression. Faculty of Education. University of La Laguna. Tenerife. Art Games applied to disability. Figure 3. Thatgamecompany. PlayStation 3. (2012), Journey. THEME 4 – Technology – S3 DT Art Games, Disabilities, Design, Videogames, Inclusive education. Art Games applied to disability. Videogames are an emerging medium which represent a new form of artistic design, creating another means of expression for artists as well as different educational context adapted to people with dissabilities. Abstract This is a study of several examples of artistic videogames which can be 1. Art Games and Indie Games Concept The MOMA2 arranged an exhibition on the 50 years of videogame history, made a used to improve the quality of life of persons with impairment, for those review about the design and has added the most significant games to its permanent with specific or general motoric disabilities and mental disabilities in Art Game is an art object associated to the new interactive communications media exhibition, such as those of the Johnson Gallery with 14 videogames, which have order to bring them closer to art and design studies. As well as to develop new approaches in order to include this medium in artistic and a subgenre of the so-called serious videogames. The term was first used in been increased to around fifty. productions, study the impact of these images in Visual Culture and its academic circles in 2002, and referred to a videogame designed to boost artistic and construction by designing. -
The Role of Architecture in Constructing Gameworlds
Document generated on 09/25/2021 8:46 p.m. Loading The Journal of the Canadian Game Studies Association The Role of Architecture in Constructing Gameworlds: Intertextual Allusions, Metaphorical Representations and Societal Ethics in Dishonored Anthony Zonaga and Marcus Carter Volume 12, Number 20, Fall 2019 Article abstract In this article, we present a close analysis of the role that the steampunk URI: https://id.erudit.org/iderudit/1065898ar industrial Victorian architecture in Dishonored (2012) has in constructing the DOI: https://doi.org/10.7202/1065898ar player’s experience and knowledge of the gameworld. Through various intertextual allusions and metaphorical representations, we argue the See table of contents architecture works as an important storytelling element, contextualizing information that the player learns and conveying information about the game’s main characters, similar to the ways that architecture is utilized in Publisher(s) other visual media such as television and film. In addition, we also argue that the architecture in Dishonored plays a crucial role in conveying to the player Canadian Game Studies Association information about the morals and values of the fictional society, key to the game’s moral-choice gameplay. ISSN 1923-2691 (digital) Explore this journal Cite this article Zonaga, A. & Carter, M. (2019). The Role of Architecture in Constructing Gameworlds: Intertextual Allusions, Metaphorical Representations and Societal Ethics in Dishonored. Loading, 12(20), 71–89. https://doi.org/10.7202/1065898ar Copyright, 2019 Anthony Zonaga, Marcus Carter This document is protected by copyright law. Use of the services of Érudit (including reproduction) is subject to its terms and conditions, which can be viewed online. -
Super Fish Quest: a Video Game
Western Oregon University Digital Commons@WOU Honors Senior Theses/Projects Student Scholarship 6-2-2012 Super Fish Quest: A Video Game Melissa Wiener Western Oregon University Follow this and additional works at: https://digitalcommons.wou.edu/honors_theses Part of the Software Engineering Commons Recommended Citation Wiener, Melissa, "Super Fish Quest: A Video Game" (2012). Honors Senior Theses/Projects. 87. https://digitalcommons.wou.edu/honors_theses/87 This Undergraduate Honors Thesis/Project is brought to you for free and open access by the Student Scholarship at Digital Commons@WOU. It has been accepted for inclusion in Honors Senior Theses/Projects by an authorized administrator of Digital Commons@WOU. For more information, please contact [email protected], [email protected], [email protected]. Super Fish Quest: A Video Game By Melissa Ann Wiener An Honors Thesis Submitted in Partial Fulfillment of the Requirements for Graduation from the Western Oregon University Honors Program Dr. Scot Morse, Thesis Advisor Dr. Gavin Keulks, Honors Program Director Western Oregon University June 2012 Super Fish Quest 2 of 47 Abstract Video game design isn't just coding and random number generators. It is a complex process involving art, music, writing, programming, and caffeine, that should be approached holistically. The entire process can be intimidating to the uninitiated programmer, which is why I've written an all-inclusive guide to game design. With the creation of my own original video game, Super Fish Quest, as a model, I analyze each part of the design process, discuss the technical side of programming, and research how to raise money and publish a game as an independent game developer.