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Gad314.2 Example 1, SAE University College 2024 SAE Institute Australasia

Gad314.2 Example 1, Sae University College

Exemplars

GAD314.2 - Market Report of high quality used as an exemplar for future trimesters.


Go Go Ro Bo, Jordan Goodwin 2024 Lindenwood University

Go Go Ro Bo, Jordan Goodwin

Game Design

Go Go Ro Bo is a proof of concept for a runner-like game. In the game, players move Ro Bo up and down past various obstacles throughout the mall and collect gummy rats.


Sci-Fi Deck Builder: Masters Project Development, Anna Tookey 2024 SAE University College

Sci-Fi Deck Builder: Masters Project Development, Anna Tookey

Staff Scholarship - Australia & Dubai

This talk was given at the SAE Graduate Seminar. It discussed the process of reaching the final creative outcome and the steps that made it happen. The talk was geared towards master's students who are exploring how they might pursue practice-based research.


Gad178.3 Project 3 2d Asset Design: Creature Collection, SAE University College 2024 SAE Institute Australasia

Gad178.3 Project 3 2d Asset Design: Creature Collection, Sae University College

Exemplars

This submission should act as a exemplar for GAD178 Project 3 at SAE University College.


Gad178.3 2d Asset Design For Games: Part 3, SAE University College 2024 SAE Institute Australasia

Gad178.3 2d Asset Design For Games: Part 3, Sae University College

Exemplars

This submission acts as an exemplar for GAD178, Project 3 at SAE University College.


Gad178.1 2d Asset Design For Games, SAE University College 2024 SAE Institute Australasia

Gad178.1 2d Asset Design For Games, Sae University College

Exemplars

The submission found should be used and an exemplar for the work required of a high distinction for 2D asset design for GAD178 as SAE University College.


Gad178.2 2d Asset Design For Games: Part 2, SAE University College 2024 SAE Institute Australasia

Gad178.2 2d Asset Design For Games: Part 2, Sae University College

Exemplars

This submission acts as an exemplar for receiving a high distinction for GAD178 Project 2 at SAE University College


Cim316.2 Antville Example 1, SAE University College 2024 SAE Institute Australasia

Cim316.2 Antville Example 1, Sae University College

Exemplars

Capstone Planning documentation for a video game.

The concept of Antville is a cooperative video game dedicated to boosting

social skills and teamwork among children. Inspired by the Young Minds

Matter survey, which reveals a gap in social skills development for kids aged

4-12 (The Australian Institute of Health and Welfare, 2020), Antville will

address these social skill deficits through game mechanics informed by

scholarly research.


Great Games Need Great Leaders: From Masters To Publication, Matthew Dyet 2024 SAE Institute Australasia

Great Games Need Great Leaders: From Masters To Publication, Matthew Dyet

Staff Scholarship - Australia & Dubai

This talk was given to the SAE Graduate Seminar and looked at the whole process of writing the book Great Games Need Great Leaders. It covers the Masters research that informed the book, the process of interviewing experts from the games industry and other fields, and the writing of the book itself.


Illuminating Women’S Interwar Australian Ghosts Stories In A Tabletop Roleplaying Game - Methods, Processes And Aesthetics, Matthew Sparksman 2024 SAE University College

Illuminating Women’S Interwar Australian Ghosts Stories In A Tabletop Roleplaying Game - Methods, Processes And Aesthetics, Matthew Sparksman

Postgraduate

Australian voices are underrepresented in international media, particularly in the medium of Tabletop roleplaying games. Women’s voices and access to publishing media were rapidly retaken by men after the Great War, including the mediums of Ghost Stories, Film, and other media (Handasyde, 2017, p.18; Ohri, 2018, p.386). This can also be illustrated in the shift in archetypes of ghostly tales to be dominated by that of the “suffering and sacrificed male exiled to death far from home” (Kelly cited in Carleton, 2015, p.21; Kelly, 2007, 18). It is therefore important that we seek to find and value such artefacts that …


A Pilot Study On The Effects Of Aesthetic In Game Play Experience And Visual Attention In Virtual Reality, Makayla Middleton 2024 Clemson University

A Pilot Study On The Effects Of Aesthetic In Game Play Experience And Visual Attention In Virtual Reality, Makayla Middleton

All Theses

Video games have become very popular over the last couple of decades and the popularity is increasing year by year. Imagine a world where video games didn’t exist. Yes, the world would function as normal but we would take away the creative freedoms expressed in game play. The video game industry today has become larger than the music and film industry combined. With new technologies becoming available, the user’s game play experience continues to change.
The purpose of this thesis is to look at the growth and definitions of game play experience and see how it will change with virtual …


Razorblade Swing: Sympathy For The Dead, Game Design Document, Matthew Sparksman 2024 SAE University College

Razorblade Swing: Sympathy For The Dead, Game Design Document, Matthew Sparksman

Postgraduate

Sydney of the late 20s was a world of dark, crisp shadows and flashing blades. The war has recently ended, and there is a hunger, a mania, to forget and bury the ghosts and spirits. But the dead, and things inhuman, do not like to be forgotten.

Razorblade Swing is a tabletop roleplaying game that seeks to explore this world through the eyes of street-level, everyday, vulnerable people, particularly women. The main conceit is that the Razor Wars were the product of the ghosts and spirits of war. Those who come back often deal with this through addiction, vice and …


Digital Place-Futures Outside A Colonial Metaversal Imaginary: Danielle Brathwaite-Shirley’S We Are Here Because Of Those That Are Not As Critical Digital Place-Craft, Luke A. Meeken 2024 Miami University

Digital Place-Futures Outside A Colonial Metaversal Imaginary: Danielle Brathwaite-Shirley’S We Are Here Because Of Those That Are Not As Critical Digital Place-Craft, Luke A. Meeken

Journal of Social Theory in Art Education

In this piece, the author analyzes a recorded digital walk through Danielle Brathwaite-Shirley’s WE ARE HERE BECAUSE OF THOSE THAT ARE NOT, a digital archival place designed to contain, protect, and share the experiences of Black trans people. The author’s encounter with Brathwaite-Shirley’s work is contextualized and analyzed through critical and decolonial place lenses and digital materialist lenses. Particular attention is paid to the ways physical and digital places crafted in colonial contexts bodily habituate settler-colonial sensibilities. The author examines how the critical digital placemaking strategies practiced by Brathwaite-Shirley informed teacher and student place-craft within the context of a …


Asmrtistry In Immersive Sound: Investigating The Effectiveness Of Immersive Sound Technologies In Eliciting Autonomous Sensory Meridian Response, Scott D. Nelson 2024 Louisiana State University and Agricultural and Mechanical College

Asmrtistry In Immersive Sound: Investigating The Effectiveness Of Immersive Sound Technologies In Eliciting Autonomous Sensory Meridian Response, Scott D. Nelson

LSU Doctoral Dissertations

Despite a wide array of immersive sound technologies available to digital media creators who specialize in making audio-visual content that aims to elicit Autonomous Sensory Meridian Response (ASMR), only a few sound reproduction modalities are widely used: mono/stereo and binaural recording. To date, nearly all research studying ASMR, a bio-sensory phenomenon wherein people feel brain tingles triggered by calming audio-visual cues, has been content to carry out ASMR studies entirely with stereo and binaural sound reproduction methods. Therefore, it stands to reason that more understanding about how diverse immersive sound modalities like wave field synthesis, or three-dimensional spatial audio for …


Revelation Perth International Film Festival Academic Conference 2024, James Thompson 2024 SAE Institute Australasia

Revelation Perth International Film Festival Academic Conference 2024, James Thompson

Staff Scholarship - Australia & Dubai

Drawing delegates from around the country The Revelation Perth International Film Festival's Academic Conference is a truly interactive two days of intense discussion and debate on all things cinema

Revelation is Australia's only international film festival to host and encourage academic discussion alongside its screening program and we look forward to taking its discoveries to audiences around the country and world. It represents an important platform in film discussion and analysis in this country.

Taking place on Tuesday July 2nd and Weds July 3rd 2024, the Revelation Academic Conference draws local, national and international academics to discuss and analyse issues …


What Teams Need: Leading Digital Creatives, Matthew Dyet 2024 SAE Institute Australasia

What Teams Need: Leading Digital Creatives, Matthew Dyet

Staff Scholarship - Australia & Dubai

What Teams Need: Leading Digital Creatives was a talk at the Revelations Conference. Based on my book Great Games Need Great Leaders, this talk was focused more broadly on leadership in the creative industries due to the audience being primarily from film.


Gad213 Designing Game Systems, SAE University College 2024 SAE Institute Australasia

Gad213 Designing Game Systems, Sae University College

Exemplars

Exemplar of GAD213.1: game design activities and design documentation for a combat system.


Resisting The Historical And Geographical “Other”: The Role Of Expertise In Video Game Music, Tommy Dainko 2024 University of Denver

Resisting The Historical And Geographical “Other”: The Role Of Expertise In Video Game Music, Tommy Dainko

Electronic Theses and Dissertations

Video games create rich, virtual worlds for players to explore. Game developers have often utilized exoticism, allowing players to experience the “Other” from the comfort of home. Music is a powerful tool to evoke Otherness and can reinforce stereotypes about the past and different cultures. This thesis looks at recent games where developers have collaborated with expert musicians either from the culture depicted or with expertise in historical performance practices. I document two purposes these collaborations can serve. First, the use of expert musicians creates a veneer of authenticity allowing developers to market the games as “authentic” experiences. Second, these …


Cards With Class: Formalizing A Simplified Collectible Card Game, Dan Ha 2024 Portland State University

Cards With Class: Formalizing A Simplified Collectible Card Game, Dan Ha

University Honors Theses

Collectible card games (CCGs) have been a wildly popular game genre since the release of Wizards of the Coast's Magic: The Gathering. These games revolve around their thousands of cards and the hundreds of thousands of interactions they can create with their many effects. For designers, it is an incredibly demanding task to ensure that every single card works properly and that each card's text unambiguously conveys its intended behavior in all cases. The task only grows more difficult over time as the number of cards in the game grows and card effects become more complex or experimental. If the …


The Robot On The Hill, James Ryan 2024 DePaul University

The Robot On The Hill, James Ryan

College of Computing and Digital Media Dissertations

“The Robot on the Hill” is a rogue-like autobattler that procedurally models the state of the individual in the information age. The game abruptly transitions between diverse framings - a hill, a bedroom, a pond, a chessboard, the void - in order to highlight the disjointedness that is present in the informationalizing of self and reality. It dialogues with Byung Chul Han and Heidegger to portray what Han describes as a ‘narrative crisis’ in modernity and the devaluation of experience. When the value of experience diminishes and disintegrates, “all that is left is bare life, a kind of survival.” …


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