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Articles 1 - 15 of 15

Full-Text Articles in Game Design

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 …


Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda Apr 2022

Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda

Frameless

We present our efforts to develop methods for rendering 3D objects on mobile devices using real-world dynamic illumination from the user’s environment. To achieve this, we use the front and back cameras on the mobile device to estimate the light distribution in the environment in real time. We then create a dynamic illumination map and render the object at interactive rates in a browser on the device using a web-based graphics API. This project achieves one of the goals of our related work on realistic visualization of virtual objects: to make virtual objects appear to be situated within the scene …


Changeling Vr, Elouise Oyzon Apr 2022

Changeling Vr, Elouise Oyzon

Frameless

Changeling VR is an interactive virtual reality narrative game. As we progress through the game, each level is seen through the Point of View of a different character whose emotional core is expressed through different aesthetics, mechanics and interactions.


Humans And The Core Partition: An Agent-Based Modeling Experiment, Andrew J. Collins, Sheida Etemadidavan Jan 2022

Humans And The Core Partition: An Agent-Based Modeling Experiment, Andrew J. Collins, Sheida Etemadidavan

Engineering Management & Systems Engineering Faculty Publications

Although strategic coalition formation is traditionally modeled using cooperative game theory, behavioral game theorists have repeatedly shown that outcomes predicted by game theory are different from those generated by actual human behavior. To further explore these differences, in a cooperative game theory context, we experiment to compare the outcomes resulting from human participants’ behavior to those generated by a cooperative game theory solution mechanism called the core partition. Our experiment uses an interactive simulation of a glove game, a particular type of cooperative game, to collect the participant’s decision choices and their resultant outcomes. Two different glove games are considered, …


Winter 2021 Dec 2021

Winter 2021

In The Loop

2021 Emmy Nominees; Animator Tapped by Cartoon Network; IndieCade Horizons 2021; Hack4Space; Security Daemons Prevail; Role Models: DePaul Originals Game Studio students build industry-level skills that benefit themselves and others; Frames and Fortune: Eugene Bush programmed his indie video studio with patience and planning; Reality Check: Heather Snyder Quinn augments reality to question systems of unchecked power


Acceleration Skinning: Kinematics-Driven Cartoon Effects For Articulated Characters, Niranjan Kalyanasundaram Dec 2021

Acceleration Skinning: Kinematics-Driven Cartoon Effects For Articulated Characters, Niranjan Kalyanasundaram

All Theses

Secondary effects are key to adding fluidity and style to animation. This thesis introduces the idea of “Acceleration Skinning” following a recent well-received technique, Velocity Skinning, to automatically create secondary motion in character animation by modifying the standard pipeline for skeletal rig skinning. These effects, which animators may refer to as squash and stretch or drag, attempt to create an illusion of inertia. In this thesis, I extend the Velocity Skinning technique to include acceleration for creating a wider gamut of cartoon effects. I explore three new deformers that make use of this Acceleration Skinning framework: followthrough, centripetal stretch, and …


3d Procedural Maze & Cave Generation, Jacob Sharp Apr 2019

3d Procedural Maze & Cave Generation, Jacob Sharp

Student Scholar Showcase

The goal of this project is to generate a maze or cave procedurally so that a player may be able to explore infinitely without a reoccurring pattern. The project also utilizes Virtual Reality (VR); the user will be able to put on a VR Headset and become more immersed in a procedural environment. One of the challenges that needed to be overcome was simple random number generators did not generate natural looking worlds. Introducing VR to the project created the additional challenge of preventing the user from becoming motion sick. These challenges were both addressed through many hours of research …


Death Arena Game, Ryan Deasy, Nick Snan, Albert Anderson, David Cole, Shahzada Aqib Gill Apr 2019

Death Arena Game, Ryan Deasy, Nick Snan, Albert Anderson, David Cole, Shahzada Aqib Gill

Student Scholar Showcase

Death Arena is a 3D first-person action shooter with a horror twist. The player has 30 seconds to collect guns and health before a monster spawns. The map will be large with indoor and outdoor play. In each round a more powerful boss spawns with minions. Our goal is to appeal to horror and action fans alike.


Exploring Oculus Rift: A Historical Analysis Of The ‘Virtual Reality’ Paradigm, Chastin Gammage Dec 2017

Exploring Oculus Rift: A Historical Analysis Of The ‘Virtual Reality’ Paradigm, Chastin Gammage

ART 108: Introduction to Games Studies

This paper will first provide background information about Virtual Reality in order to better analyze its development throughout history and into the future. Next, this essay begins an in-depth historical analysis of how virtual reality has developed prior to 1970, a pivotal year in Virtual Reality history, followed by an exploration of how this development paradigm shifted between the 1970's and the turn of the century. The historical analysis of virtual reality is concluded by covering the modern period from 2000-present. Finally, this paper examines the layout of the virtual reality field in respect to he history and innovations presented.


Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo Jan 2017

Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to encourage certain desired behaviors. It is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being operationalized to enhance students' learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among the students. Meaningful gamification, characterized as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. The …


Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda Nov 2016

Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda

Tam Nguyen

Commonsense knowledge representation and reasoning is key for tasks such as artificial intelligence and natural language understanding. Since commonsense consists of information that humans take for granted, gathering it is an extremely difficult task. In this paper, we introduce a novel 3D game engine for commonsense knowledge acquisition (GECKA3D) which aims to collect commonsense from game designers through the development of serious games. GECKA3D integrates the potential of serious games and games with a purpose. This provides a platform for the acquisition of reusable and multi-purpose knowledge and also enables the development of games that can provide entertainment value and …


Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda May 2016

Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda

Computer Science Faculty Publications

Commonsense knowledge representation and reasoning is key for tasks such as artificial intelligence and natural language understanding. Since commonsense consists of information that humans take for granted, gathering it is an extremely difficult task. In this paper, we introduce a novel 3D game engine for commonsense knowledge acquisition (GECKA3D) which aims to collect commonsense from game designers through the development of serious games. GECKA3D integrates the potential of serious games and games with a purpose. This provides a platform for the acquisition of reusable and multi-purpose knowledge and also enables the development of games that can provide entertainment value and …


Engaging Game Design Students Using Peer Evaluation, Amber Settle, Charles Wilcox, Chad Settle Oct 2011

Engaging Game Design Students Using Peer Evaluation, Amber Settle, Charles Wilcox, Chad Settle

Amber Settle

Many information technology educators have worked in recent years to develop courses to attract students to the field. As faculty achieve success with technical courses designed to be appeal to a broad audience, it can be hard to maintain the initial excitement particularly as multiple sections of the courses are taught on a continuing basis. In this article we describe a project that added peer evaluation to an assessment in a game design course with a large non-major audience. While controversial, peer evaluation has shown some promise in motivating students to work harder and in improving certain key skills. Consistent …


A Hybrid Approach To Projects In Gaming Courses, Amber Settle, Joe Linhoff, André Berthiaume Feb 2008

A Hybrid Approach To Projects In Gaming Courses, Amber Settle, Joe Linhoff, André Berthiaume

Amber Settle

We describe an approach to projects used in game development courses that supports learning individual skills while also developing team skills. Early assignments focus on developing individual skills in coding and content creation, and when those skills are honed, students form teams to work on a larger and more complex game. Classes that use a hybrid approach, that is individual projects that build toward a large group project, allow students to solidly learn game development skills required of gaming graduates and yet stimulate creativity and challenge students to move beyond their comfort zone. 


Game Design As A Writing Course In The Liberal Arts., Amber Settle, Robin Burke, Lucia Dettori Dec 2006

Game Design As A Writing Course In The Liberal Arts., Amber Settle, Robin Burke, Lucia Dettori

Amber Settle

The School of Computer Science, Telecommunications, and Information Systems (CTI) is a technologically-focused college within DePaul University. While DePaul CTI has a large number of technical degree programs, DePaul University is a liberal arts institution and one that is increasingly focused on improving the writing skills of its students. It can be difficult to create courses that cover necessary technical material while requiring writing as a major part of the assessments. In this paper we discuss GAM 224: Introduction to Game Design, a required course in one of the specialized degree programs at DePaul CTI that involves writing in a …