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Articles 1 - 12 of 12

Full-Text Articles in Art and Design

Barbershop Brand Redesign, Fady Tawfik Jun 2023

Barbershop Brand Redesign, Fady Tawfik

Graphic Communication

My friend Julz has been a barber for 6 years and I recognized the opportunity to assist him in rebranding his barber business. I faced challenges such as finding a brand identity that aligned with the business owner’s preferences while effectively representing the business to the target audience. Despite encountering some delays in completing initial deliverables, such as logo design and brand guidelines, these challenges were essential to ensure thorough research and crafting of a compelling brand strategy. The project encompassed redesigning the website, creating an enticing logo and brand identity, developing a cohesive color palette, and selecting appropriate typefaces. …


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.


A Date With Cheemis: Bullying In The Virtual Space, Nicholas Roger Nolasco Mar 2022

A Date With Cheemis: Bullying In The Virtual Space, Nicholas Roger Nolasco

Liberal Arts and Engineering Studies

A Date With Cheemis is an alternative game mode for the social platform VRChat designed in the Unity real-time 3D development platform. The project is an experience where the player meets many non-playable characters (NPCs) and makes decisions based on different scenarios. The game tells the story of a VRChat user named Cheemis who is bullied for the avatar they use and how they interact with other characters. The player must make choices of how to react to the way the NPCs treat Cheemis, whether that be defending him or being a bystander. This experience is only available through the …


Fifth Aeon – A.I Competition And Balancer, William M. Ritson Jun 2019

Fifth Aeon – A.I Competition And Balancer, William M. Ritson

Master's Theses

Collectible Card Games (CCG) are one of the most popular types of games in both digital and physical space. Despite their popularity, there is a great deal of room for exploration into the application of artificial intelligence in order to enhance CCG gameplay and development. This paper presents Fifth Aeon a novel and open source CCG built to run in browsers and two A.I applications built upon Fifth Aeon. The first application is an artificial intelligence competition run on the Fifth Aeon game. The second is an automatic balancing system capable of helping a designer create new cards that do …


Procedural Level Generation For A 2d Platformer, Brian Michael Egana Jun 2018

Procedural Level Generation For A 2d Platformer, Brian Michael Egana

Computer Science and Software Engineering

Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”, is “the algorithmic creation of game content with limited or indirect user input”. Whether it creates the levels by itself, or together with game designers, PCG is a method used to reduce the cost of designing games, and to produce an endless amount of game content. One of the main challenges that come with PCG is the desire to use PCG algorithms to create entire levels that are feasible, unique, and fun. This is especially challenging for games of progression within the 2D platformer genre; insufficient …


How Representation Of Game Information Affects Player Performance, Matthew Paul Bryan Jun 2018

How Representation Of Game Information Affects Player Performance, Matthew Paul Bryan

Computer Science and Software Engineering

The goal of this small experiment was to see if it could be determined whether or not user interface design and the way information is portrayed in a game can affect a player’s performance in that game. During this study, 26 anonymous participants selected one design of a timer from three different categories to be used in a simple, objective-based game. 10 different participants were then run through three levels of that game, with each level corresponding to a different version of timer. The amount of objectives completed were recorded, as well as their thoughts on which version they preferred …


Salvation: Into The Cosmos: Board Game Project Blending 4x And Eurogame Styles, Zachary Stewart Griffith Jun 2017

Salvation: Into The Cosmos: Board Game Project Blending 4x And Eurogame Styles, Zachary Stewart Griffith

Liberal Arts and Engineering Studies

This project is an attempt at creating a shorter and simpler 4X strategy game. To do this, the author takes elements of the Eurogame genre and combines aspects of The Settlers of Catan by Klaus Teuber and Shattered Plans by Jagex while following the requirements of the German board game award, the Spiel de Jahres. After following the traditional game design process of conceptualization, prototyping, and repeated testing, analysis, and revision, the author succeeded in creating a core foundation for such a game that also had marketing potential on its own.


Dreamkeeper: 3d Game Using Unreal Engine 4, Marii Elizabeth Boyken, Martin Clayton Coleman, Casey Kendrick Albert-Hall Jun 2017

Dreamkeeper: 3d Game Using Unreal Engine 4, Marii Elizabeth Boyken, Martin Clayton Coleman, Casey Kendrick Albert-Hall

Liberal Arts and Engineering Studies

The goal of this senior project was to combine our diverse skills to make a 3D game. The plot involves a young girl who has been given the powers to enter dreams and defeat nightmares. The 3D assets that we built and animated were made in Autodesk Maya. We used Unreal Engine 4 to piece together our assets and create the logic for the game. This document explains the technologies that we used, design choices we made, feedback from our player-testing, and work that we want to complete for the project in the future. Our final game demo features two …


The Elder Scrolls V: Skyrim Stamina Combat Overhaul, Richard Rattner Jun 2016

The Elder Scrolls V: Skyrim Stamina Combat Overhaul, Richard Rattner

Liberal Arts and Engineering Studies

No abstract provided.


Real Time Visibility Culling With Hardware Occlusion Queries And Uniform Grids, Ilya Iseletsk Seletsky Jun 2013

Real Time Visibility Culling With Hardware Occlusion Queries And Uniform Grids, Ilya Iseletsk Seletsky

Master's Theses

Culling out non-visible portions of 3D scenes is important for rendering large complex worlds at an interactive frame rate. Past 3D engines used static prebaked visibility data which was generated using complex algorithms. Hardware Occlusion Queries are a modern feature that allows engines to determine if objects are invisible on the fly. This allows for fully dynamic destructible and editable environments as opposed to static prebaked environments of the past. This paper presents an algorithm that uses Hardware Occlusion Queries to cull fully dynamic scenes in real-time. This algorithm is relatively simple in comparison to other real-time occlusion culling techniques, …


Exploration Of Physical Computing: Digital Interfaces Using Microsoft Kinect And Peggy 2 Led Matrix, Jeffrey Franklin Dec 2012

Exploration Of Physical Computing: Digital Interfaces Using Microsoft Kinect And Peggy 2 Led Matrix, Jeffrey Franklin

Liberal Arts and Engineering Studies

Physical computing, or more specifically social immersive media, is an offshoot of New Media that incorporates interactive physical systems (software/hardware systems) to sense and respond to the analog world. This serves as a creative framework for understanding our own relationship to the digital world. In this project, computer vision is incorporated as a medium between both input and output through the use of two cameras, a typical webcam and a Microsoft Kinect. For the first part of the project, a webcam streams visual data into a computer program which interpolates the video data into a 25x25 virtual dot matrix. This …


Texture Mapping With Mudbox And 3ds Max, Joshua Holland Dec 2011

Texture Mapping With Mudbox And 3ds Max, Joshua Holland

Graphic Communication

The purpose of this study was to determine the intuitiveness of texture mapping and compressibility of files generated using Autodesk 3ds Max 2012 versus Autodesk Mudbox 2012. This will be used by anyone starting to learn how to texture map and who is comparing programs that have the capability to do so. This will save users time in researching which program is better suited for their needs.

This study investigated how Autodesk 3ds Max 2012 and Autodesk Mudbox 2012 compared in mapping textures to 3D models. A basic computer skills assessment test and an intuitive test was administered to twelve …