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Game Design

2022

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Full-Text Articles in Art and Design

What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone Dec 2022

What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone

Theses and Dissertations

My exhibition reconciles representations of domesticity, labor, and morality through the lens of sex-work (SW). It consists of video work, a video game, and free-to-take objects, where donation, the strip club, and the fish tank converge. My work concludes that SW is a timeless construct that will always exist even after reimagining multiple worlds.


Sam's Story, Anna Michelle Reid, Jennifer Vazquez Dec 2022

Sam's Story, Anna Michelle Reid, Jennifer Vazquez

Computer Science and Software Engineering

We are exploring presenting mental health topics in video games through the eyes of an axolotl named Sam. Sam goes about his day to day life facing many difficult challenges regarding their mental health. This is an educational game to inform about different mental health symptoms and what they may look like.


The Death Of Malls: The Rise Of E-Commerce And Digitally Native Brands, Alexis Montgomery Dec 2022

The Death Of Malls: The Rise Of E-Commerce And Digitally Native Brands, Alexis Montgomery

Theses

Since the mid-2000s, malls and retail brick and mortar stores have been on the decline. Stores not making enough revenue in-person; the rise of online shopping and e-commerce, the COVID-19 pandemic, and the rise of digitally native brands have contributed to this. This research aims to figure out how the current consumer atmosphere, as well as how the rise of e-commerce and digital marketing, will impact the mall of the future. This research aims to discover how local malls are faring, if stores are truly closing and if national retail brands are pulling out of malls. This research also aims …


En’S Adventure: Exploring Modern Design Mechanics In Retro Adventure Games, Frank Fasola Dec 2022

En’S Adventure: Exploring Modern Design Mechanics In Retro Adventure Games, Frank Fasola

Theses

This project focuses creating a small game prototype that can be used to build a full game around. The primary focus is to create a short experience to establish the mechanics and gameplay of the game. Games made in the style of retro games are released every year, but most of these games strive to provide the same experience from the late 1980s. The project is a top down 2D retro adventure game made using modern techniques and learning from game development in the 30 years since these games were released.


The Foreboding Campaign System, Michael Fetters Dec 2022

The Foreboding Campaign System, Michael Fetters

Theses

This project creates a new campaign setting compatible with the Dungeons and Dragons system utilizing the SRD Open Game License content as a starting point. The campaign setting created establishes mechanics allowing for narrative interaction between the past and present timeline of events in the world of Lunaria. This new system, entitled The Foreboding, utilizes a shift mechanic to alter the player characters in several possible ways, ranging from changes in race or character history to interactions with past time periods and events that alter the present timeline of the narrative. New character options for race and class were also …


Virtual Reality And Video Game Gatekeeping, Autumn Franke Dec 2022

Virtual Reality And Video Game Gatekeeping, Autumn Franke

Theses

This thesis focuses on the effects of the video game industry being the only influence on the development of virtual reality technology and the hindrance caused by it. The aim of this thesis is to discuss this flaw and recommend a different route to develop the technology through the education and medical fields instead of the video game industry.


Transforming Character Faces Based On Perceived Personality Traits, Kara Porter Dec 2022

Transforming Character Faces Based On Perceived Personality Traits, Kara Porter

All Theses

The ability to read other human's faces is a crucial part of everyday life. Subconsciously, the human brain analyzes someone's face within the first few seconds of seeing it, making a variety of conclusions ~\cite{FacePerp} such as gathering information about emotional state and assuming character traits this person might possess. The purpose of this thesis is to create a tool that allows a user to alter features of a character's three dimensional (3D) face mesh to look increasingly or decreasingly like the character possesses certain personality traits. Using a sample set of randomly generated faces, a survey is conducted to …


Hacia La Preservación De Los Relatos De Las Comunidades Digitales De Los Mmorpg Mediante Etnografías Digitales: Una Mirada Desde Los Estudios Visuales Al Caso Futur0 Server [2005-2012] De Ragnarok Online, Romano Ponce-Díaz Nov 2022

Hacia La Preservación De Los Relatos De Las Comunidades Digitales De Los Mmorpg Mediante Etnografías Digitales: Una Mirada Desde Los Estudios Visuales Al Caso Futur0 Server [2005-2012] De Ragnarok Online, Romano Ponce-Díaz

Journal of Roleplaying Studies and STEAM

Resumen: La ponderación planteada en los siguientes párrafos centra su interés en las plataformas digitales de narrativa audiovisual donde los participantes pueden alterar y determinar el relato por medio de la interacción social sucedida en el mismo, concretamente, los videojuegos multijugador masivos de rol en línea en servidores emulados. Además, se abordan las implicaciones de la desaparición potencial y real de la información, datos, testimonios y vestigios de estas comunidades digitales participativas a causa de la naturaleza falible de los dispositivos de almacenaje electrónico. De esa forma, se busca plantear un breve panorama general de los antecedentes históricos de las …


Gamification In Education: A Study Of Design-Based Learning In Operationalizing A Game Studio For Serious Games, James Hutson, Ben Fulcher, Joe Weber Nov 2022

Gamification In Education: A Study Of Design-Based Learning In Operationalizing A Game Studio For Serious Games, James Hutson, Ben Fulcher, Joe Weber

Faculty Scholarship

The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with …


Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor Oct 2022

Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor

Articles

This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …


“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb Aug 2022

“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb

Articles

This article considers how player interactions with religious and ethnic markers, create

a globalized game space in the mobile game Florence (2018). Florence is a multiaward-

winning interactive novella game with story-integrated minigames that weave

play experiences into the narrative. The game, in part, explores love, loss, and

rejuvenation as relatable experiences. Simultaneously, the game produces a unique

experience for each player, as they can refract the game narrative through their own

cultural, identitarian lens. The game assumes the shared cultural space of the player,

the player-character (PC), and the non-player-character (NPC) while blurring the

boundaries between each of these …


Choice-Based Games And Resilience Building Of Gender Non-Conforming Individuals: An Exploratory Study, Yuri M. Cantrell Aug 2022

Choice-Based Games And Resilience Building Of Gender Non-Conforming Individuals: An Exploratory Study, Yuri M. Cantrell

Masters Theses

Research on gaming and user experience of the general population has been abundant, but gender non-conforming (GNC) individuals’ experiences had been largely overlooked until recent years. Using a phenomenological approach, the goal of this study is to find deeper understanding of this phenomenon by exploring what gaming experiences shape the identity of the participants. The exploration of gaming and gender non-conforming experiences through interviews can fill a gap in the current literature on gaming culture regarding this specific population. By taking a closer look at this topic, patterns and themes within games may provide insight to potential resilience building activities …


Depaul Digest Jul 2022

Depaul Digest

DePaul Magazine

Marquee - A Level Playing Field: Allen Turner democratizes Indigenous mythology in games that empower everybody; Memoranda - Vincentian Service Day, The Finish Line Fund and Alumni & Family Weekend 2022 registration; Milestones; Memories - DePaul Breakfast Feeding Program; Master Class - How to Make Kids Safer Swimmers


Game On Jul 2022

Game On

DePaul Magazine

Video game industry icon Eugene Jarvis and DePaul alumna and Trustee Sasha Gerritson take the College of Computing and Digital Media to the next level with a landmark gift. The gift renames the college in honor of Jarvis and launches the Jarvis Student Center for Innovation and Collaboration, a multidisciplinary, student-focused space.


Internet Art: An Interactive Timeline Resource, Laurel Vaccaro Jul 2022

Internet Art: An Interactive Timeline Resource, Laurel Vaccaro

Masters Theses, 2020-current

Link to Interactive Timeline Resource (ITR): https://sites.google.com/view/itr-internet-art/home

The purpose of this study was to first collect and summarize the history of internet art from its inception to current day and, second, to create an interactive timeline resource (ITR) designed for K-12 art application. Current approaches to internet art include recommendations that students engage with social media in the K-12 setting, yet gaps in the literature have neglected to address the actual history of internet art as a feature of a student’s K-12 art experiences. Initial research started from a preliminary hypothesis that highlighted the irony of students using the internet …


The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan Jul 2022

The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan

Distance Learning Faculty & Staff Books

The message design and human performance technology in video games, especially early video games have always been fascinating to me. From an instructional design perspective, the capabilities of the technology of the classic game consoles required a careful balance of achievable objectives, cognitive task analysis, guided problem solving, and message design. Raiders on the Atari is an excellent example of this balance. It is an epic adventure game, spanning 13+ distinct areas, with an inventory of items, where those hard to find items had to be used by the player to solve problems during their quest (and who would have …


Hexgen Roguevania, Conrad Garcia Jul 2022

Hexgen Roguevania, Conrad Garcia

Theses

This project is inspired by procedural generation methods, Metroid, Castlevania, Rogue, and modern roguelikes. This project is structured around the notion of how procedural game content can be experienced when it is tied directly to player progression. The focus of this project incorporates procedurally generated content so that it can be altered during gameplay. In a sense, this idea brings level content to the player, instead of the player travelling to new zones. The resulting game world starts visually coherent, changing into a world that resembles a patchwork of different biomes crafted by the player’s decisions to progress the game’s …


Raid Elite, Wenda Li Jun 2022

Raid Elite, Wenda Li

College of Computing and Digital Media Dissertations

This game inspiration are the real-time strategy game and raid in MMORPG. In this game, you need to get familiar with and operate five different characters. There are two bosses you can choose to fight. This game use Unity 2020.3.18f2c2 as game engine. All art is hand drawn. The design goal is making a game with certain depth which requires some effort to win. The design challenge for myself is design some interesting boss fights and accomplish a complete game which has good visual feedback.


The Machine Upstairs, Jacob Friedfeld Jun 2022

The Machine Upstairs, Jacob Friedfeld

College of Computing and Digital Media Dissertations

Immersive simulation design, broadly speaking, is a game design philosophy centered around player expression, emergent gameplay, and dynamic narrative. Contrary to what the phrase may imply simply by reading it, immersion in and of itself is not necessarily enough for a game to be classified as an “immersive sim” (or IMSIM for short). Many different types of games can utilize immersion to great effect, but immersive simulations require a level of flexibility and rule/system-based approaches beyond the scope of games that occupy similar genres.

The Machine Upstairs represents an exploration of the immersive simulation philosophy and an investigation into its …


Determining American Sign Language Joint Trajectory Similarity Using Dynamic Time Warping (Dtw), Rohith Mandavilli Jun 2022

Determining American Sign Language Joint Trajectory Similarity Using Dynamic Time Warping (Dtw), Rohith Mandavilli

Computer Science Senior Theses

As American Sign Language (ASL), the language used by Deaf/Hard of Hearing (D/HH) Americans has grown in popularity in recent years, an unprecedented number of schools and organizations now offer ASL classes. Many hold misconceptions about ASL, assuming it is easily learned; however due to its rich, complex grammatical construction, it’s not mastered easily beyond a basic level. Therefore, it becomes ever more important to improve upon existing techniques to teach ASL. The Dartmouth Applied Learning Initiative (DALI) at Dartmouth college in coordination with the Robotics and Reality Lab developed an application on the Oculus Quest that helps D/HH individuals …


Entities: A Field Of Imaginary Games, Thrasyvoulos Ioannis Kalaitzidis May 2022

Entities: A Field Of Imaginary Games, Thrasyvoulos Ioannis Kalaitzidis

LSU Master's Theses

With this body of work, I am looking for visual symbols that help communicate unuttered meanings through storytelling and stimulate an affectual response to the viewer. This exploration is presented in two different forms: a surreal sculptural installation and a board game. The installation consists of large-scale sculptures made from light and soft materials (polyurethane foam, plastic waste, paper) that are available to move inside the gallery, while the board game is presented as a set of 3D prints with instructions on how the participants can play it. The materials used in the installation suggest a way to transform waste …


Everescape: A Meta-Ethical Analysis Of The Player’S Morality Through Immersive Gameplay, Alexis Mavis S. Ferrer, Denise Keara L. Limkakeng, Belle Elizabeth S. Tan May 2022

Everescape: A Meta-Ethical Analysis Of The Player’S Morality Through Immersive Gameplay, Alexis Mavis S. Ferrer, Denise Keara L. Limkakeng, Belle Elizabeth S. Tan

DLSU Senior High School Research Congress

For the longest time, the concept of heroes and villains has been treated as opposites. Despite this, many actions taken by both are usually of equal morality, especially in video games, as they exist as two sides of one coin. This study attempts to find the application of game design that influences a player's perspective toward protagonists and antagonists. It also aims to find the extent to which a player can disconnect from normative morality within the world of a video game and how it may affect their perceptions of morality. Finally, it aims to find how the avatar absolves …


Zenosyne: A Game Design Concept Assimilating Dispassion In Young Artists Through The Use Of Storytelling And Game Design Principles, Edelaiza Julienne M. Aggabao May 2022

Zenosyne: A Game Design Concept Assimilating Dispassion In Young Artists Through The Use Of Storytelling And Game Design Principles, Edelaiza Julienne M. Aggabao

DLSU Senior High School Research Congress

As young artists reach the milestone of choosing the career path, they assess their passions to decide if they will continue art professionally. Extrinsic factors like lack of income or parental disapproval attribute to the dispassion among students. This study aims to compact discussions of young artists’ dispassion into a story-driven video game. As gaming trends increase throughout the years with role playing games tackling heavy issues, presenting the findings in this study through the use of game development effectively explores the perspective of dispassionate artists. For artists, passion is the focal point of their end product. Cognitive dissonance theory …


Maria: A Game Concept On The Perception Of The Filipino Voting Youth Towards Women In Politics, Mehriell Ellice S. Ang May 2022

Maria: A Game Concept On The Perception Of The Filipino Voting Youth Towards Women In Politics, Mehriell Ellice S. Ang

DLSU Senior High School Research Congress

Over the years, the Philippines prides itself on being one of the most gender-equal countries in the world. Despite this, female participation within the realm of politics remain below the critical mass of representation—often attributed to androcentric biases and the patriarchal structure of society. In this modern age, with the proliferation of feminist ideologies as well as the rise of publicly misogynistic sentiments, the general stance of the young Gen Zs towards women’s participation in politics remains a mystery, as many of them continue to become part of the eligible voter population of the country. This paper then aims to …


My Eyes Are Up Here!: Defining The Female Gaze Through A Comparative Analysis Of Films Throughout The Decades, Anka A. Delos Reyes May 2022

My Eyes Are Up Here!: Defining The Female Gaze Through A Comparative Analysis Of Films Throughout The Decades, Anka A. Delos Reyes

DLSU Senior High School Research Congress

The male gaze is a trend that has been observed in film for decades, and the oversaturation of inaccurate portrayals of women can be harmful as these portrayals affect women’s self-perception and regress the efforts of feminst movements. Given this, the study aims to define, characterize and illustrate an alternative to the male gaze through My Eyes are up Here! A digital zine that reimagines films adopting the female gaze, rather than its objectifying counterpart. To collect data for the study, visual content analysis of films from different genres and decades was conducted following a set of codes, and the …


Balancing Data- Vs. Art-Driven Decisions In Video Game Design, Jaden D. Goter May 2022

Balancing Data- Vs. Art-Driven Decisions In Video Game Design, Jaden D. Goter

Honors Theses

Video games, like software, need to be designed. Video game development studios tend to use data-driven or art-driven decision-making to design their games. Data-driven decision-making is where active and passive data is collected in order to make informed decisions about the design of a game. Art-driven decision-making is when designers use their artistic intuition to design games, potentially ignoring player data. This paper elaborates on the advantages and disadvantages of both approaches and provides case studies of games designed under both approaches. Based on these studies, for a game to be successful, a combined approach of data- and art-driven decision-making …


For The Kingdom, Jack Conway May 2022

For The Kingdom, Jack Conway

Marketing Undergraduate Honors Theses

For The Kingdom is a tabletop board game that I have developed for my thesis. In my thesis, I would like to cover three areas that have been crucial to the development of the game- the guidebook created to support and facilitate the board game, the changes made due to player feedback and testing, and the potential paths to getting the game to the market. Before Talking about those three areas, however, I will first describe the games genre and a bit about my approach to developing it.


Developing A Prototype Of A Playfulness Toolkit, Hanneke Hovels May 2022

Developing A Prototype Of A Playfulness Toolkit, Hanneke Hovels

Creativity and Change Leadership Graduate Student Master's Projects

Playfulness is the ability to reframe situations, seeing new possibilities. A playful mind-set increases our mental flexibility, resilience, empathy, and our overall well-being. Unfortunately, growing up most of us lose part of our playfulness. How can we facilitate adults to live a (more) playful life? To ignite playfulness in adults’ lives, we first have to raise awareness for the benefits of playfulness, and then help people to develop a playful mind-set and integrate playfulness into their lives. In this project I combine my knowledge of creativity and playfulness with my experience in service and behavior design. I developed a prototype …


It's All Fun And—: A Rhetorical Analysis Of Space In The Pandemic., Erica Von Proctor Lewis May 2022

It's All Fun And—: A Rhetorical Analysis Of Space In The Pandemic., Erica Von Proctor Lewis

Electronic Theses and Dissertations

This exhibition and document explore spatial rhetoric during the pandemic, utilizing materiality and relational aesthetics to reflect on the different ways in which the public and private are made distinct from one another. In doing so, Lewis addresses new cultural navigations of shared spaces, both digital and corporeal, public and private. In addition, the artist also examines the faulty social and institutional systems that the pandemic brought to light, such as socioeconomic dynamics and voter suppression, while utilizing Kenneth Burke’s concept of the terministic screen. Games are a central theme throughout the exhibition, as they are often coded as “home” …


Female Portrayal In Games Through Costumes: Designing And Creating Appealing Armor For Female Players, Nancey Fang May 2022

Female Portrayal In Games Through Costumes: Designing And Creating Appealing Armor For Female Players, Nancey Fang

All Theses

This thesis details the design, development, and creation of variations of more functional female armor designed for games with the female audience in mind.

The goal is to empower female players by designing and creating strong armor that is not sexualized and that women can enjoy. I want to show that women can be portrayed as strong and powerful in games by designing armor that is equivalent to their male counterparts. Due to the gender imbalance in the video game industry and player base, it seems that female players are not catered to when most games are created. Many studies …