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Articles 1 - 30 of 44
Full-Text Articles in Game Design
From Grid To Freedom: A Comparative Analysis Of Canva’S Guardrails And Adobe Illustrator’S Design Flexibility, Caroline Wilmes
From Grid To Freedom: A Comparative Analysis Of Canva’S Guardrails And Adobe Illustrator’S Design Flexibility, Caroline Wilmes
Theses
This project focuses on graphic design software becoming increasingly accessible and questions emerging regarding the role of professional designers and the value of industry-standard design tools. This project examines the differences between Canva, a widely used template-driven design platform, and Adobe Illustrator, a professional vector-based design application. Through a hands-on, project-based research approach, the same brand identity was developed in both programs, including a style guide, business card, website homepage mock-up, and tri-fold. The comparison focused on workflow efficiency, creative freedom, typography, color management, scalability, and production readiness.
Findings revealed that Canva excels in accessibility, speed, and ease of use …
Quiet Relief: Voice In Migraine Packaging, Nicole Allgeyer
Quiet Relief: Voice In Migraine Packaging, Nicole Allgeyer
Theses
This paper explores typography as a form of nonverbal communication in pharmaceutical branding for a fictional medication called Neura by investigating how font choice, visual hierarchy, spacing, and color function as communicative tools to its viewers. This paper combines the studies of semiotics and branding to create a brand that evokes trust, calm, and clarity through a visual branding system. This study investigates visual signifiers (semiotics) such as color and type through visual analysis and implements the findings into the brand. By researching branding, I was able to create a brand that has a focused demographic and image. In creating …
Beyond Affection Meters: A Framework For Relationship Repair Mechanics And Meaningful Play, Christopher B. Del Gesso
Beyond Affection Meters: A Framework For Relationship Repair Mechanics And Meaningful Play, Christopher B. Del Gesso
Theses
This thesis develops and tests a repair-centered framework for relationship mechanics in narrative games, positioned as an alternative to the affection-meter model that reduces relationships to a single accumulating score. Drawing on eudaimonic media research, relational repair theory, and interpretive-attribution research, the framework argues that meaningful relationship play depends on tracking multiple, potentially divergent relational dimensions; distinguishing repair attempts from repair outcomes; modeling interpretation of player actions rather than fixed action-to-effect mappings; and treating stable, non-restorative endings as legitimate outcomes rather than failure states. A comparative survey of five commercial games, Fallout 4, Tell Me Why, Life is Strange Remastered, …
Lab Escape, Peter Brauninger
Lab Escape, Peter Brauninger
Theses
The core subject of this paper focuses on several key traits of effective horror games. Using a paper and prototype level, the project conducts a thorough examination of horror in the medium to better understand how to develop effective games in this genre. Looking at examples from different media, the objective of this research is to identify key components of effective horror games. Going through the research, we can identify three key traits that are critical to the genre. Within horror games, accuracy of these elements is even more essential. Having the player be constantly tense, and enjoying the game …
Prompted Props, Human Pipelines: Evaluating Ai-Generated 3d Assets For Game-Ready Environments, Andrew Begemann, James Hutson
Prompted Props, Human Pipelines: Evaluating Ai-Generated 3d Assets For Game-Ready Environments, Andrew Begemann, James Hutson
Faculty Scholarship
Generative AI systems increasingly promise rapid 3D asset production for game development, yet their practical viability depends on whether generated models can move beyond visual preview into editable, optimized, engine-ready workflows. This article presents a practice-led comparative case study of a stylized fantasy tavern environment produced through two workflows: a human-authored Blender pipeline and an AI-assisted pipeline using Meshy 6 and Hunyuan 3D. Using a fixed asset list, shared visual theme, documented prompts, production-time tracking, visual comparison, topology inspection, UV-map analysis, and post-generation labor accounting, the study evaluates whether text-to-3D tools function as production substitutes, ideation accelerators, or conditional asset …
Leveraging Generative Artificial Intelligence To Launch An Independent Game Studio, Douglas Evans
Leveraging Generative Artificial Intelligence To Launch An Independent Game Studio, Douglas Evans
Theses
This project report examines how Generative Artificial Intelligence (Generative AI) can be integrated into the early formation and operations of an independent/indie game studio. Using a qualitative, practice-based single-case study approach, the project focused on Boar’s Head Studio, LLC. A human-in-the-loop approach was maintained with Generative AI used to support company formation, ideation, planning, documentation, analysis, coding assistance, marketing preparation, and community-building preparation
The report concludes that Generative AI can serve as a meaningful system integrated into the studio pipeline when used with structured, repeatable, human-in-the-loop processes. The project contributes a practical, case-based framework that may be useful to other …
Stargen - A Procedurally Generated Galaxy For Automated World Building, Christopher B. Del Gesso
Stargen - A Procedurally Generated Galaxy For Automated World Building, Christopher B. Del Gesso
Game Design
StarGen supports mixed-scale generation workflows, including galaxy-wide star distributions, quadrant and sector density visualization, subsector star fields via lazy sector generation, and full star system generation (stars, orbits, planets, moons, and belts) from selected stars or standalone seeded system generation. The tool also supports procedural jump route generation and visualization through a jump-lane pipeline, enabling early exploration of navigable spatial structures for game design.
StarGen is a mixed-initiative authoring tool rather than an autonomous content replacement system. Designers control seeds, galaxy presets, galaxy type (spiral, elliptical, irregular), and structural and density parameters (e.g., arm count, pitch, bulge settings, ellipticity, irregularity, …
The Vampire In Video Games: Narrative Structures, Game Mechanics, And Cultural Significance, Ricardo Longo Minervino
The Vampire In Video Games: Narrative Structures, Game Mechanics, And Cultural Significance, Ricardo Longo Minervino
Theses
This thesis examines how vampires are represented in video games by analyzing narrative structures, game mechanics, and cultural meaning. Using the existing games of Vampyr, V Rising, Vampire: The Masquerade – Bloodlines, The Sims 4: Vampires, Skyrim: Dawnguard, Baldur’s Gate 3, and Bloodlines 2, the study identifies which design strategies successfully create an engaging and believable vampire experience for the player, as well as determining which development decisions could hurt the experience for players. Using formalism, symbolism, feminist methodology, and player reception theory, this thesis argues that vampire games function best when players confront moral dilemmas, experience consequences for feeding …
Jumpstart Version0.1, Peter Brauninger
Jumpstart Version0.1, Peter Brauninger
Game Design
Game Prototype for Learning the development of a full game
Pearanormal Reporter, Zakayla Bailey
Pearanormal Reporter, Zakayla Bailey
Game Design
Pearanormal Reporter is a mystery/horror game with a fun twist. Play as a paranormal reporter, Peary the Pear, to figure out what happened at Fruitington Manor. Explore the manor to find clues about the suspect, location and cursed item used. Get all information correct to win the game. Just be careful of the evil Orange Entity that roams the manor. Game created for GAM 56800. Built in Unity.
Penguin Run, Lillian Mantz
Penguin Run, Lillian Mantz
Game Design
Penguin Run is a flappy bird inspired platformer. The goal is to collect coins and avoid the ice spikes.
Dungeon Escape, Andrew Begemann
Dungeon Escape, Andrew Begemann
Game Design
This game was developed during a GAM 56800 course taken in the first half of the 2025 school year. The game prototype features a player that moves though a procedurally generating dungeon collecting potions and fending off enemies until finding the key to the portal that lets them leave the dungeon. The whole game development process was followed, from game design document creation to compiling an installer/uploading to itch.io, as an in-depth study. Free assets were used from the unity assets store and chatGPT was used occasionally to supplement coding/scripting needs. The player character was modeled specifically for unity animation …
Unchained, Shawn Roberts Jr
Aliens Over Earth, Stephen D. Ragsdale
Aliens Over Earth, Stephen D. Ragsdale
Game Design
Welcome to Aliens Over Earth! In this classic style platformer game, you play as an alien invading Earth for resources necessary to save her planet! You get to fly around in an alien saucer and search for the mysterious blueprint book, while defending against guided missile launchers, and collecting satellite dishes that have the materials the alien requires. But don’t be too careless in your pursuit of saving your planet because there are still Earth’s defenses and they are very capable and will not hesitate to take you down. Although if your ship gets overwhelmed and destroyed by the encroaching …
Draft Card Battler, Brian Moore
Draft Card Battler, Brian Moore
Theses
This project investigates how design transparency and player interaction mechanics can enhance emotional connection and strategic depth in competitive digital card game environments. Draft Card Battler transforms traditional sequential turn-based Trading Card Game (TCG) gameplay into a structured round-based system featuring asymmetric card-play patterns (1-2-2-1) and simultaneous combat resolution. Beginning with a physical card game prototype, the project evolved through iterative design and digital implementation, informed by research in social capital theory and player psychology. Through reflective playtesting and technical development, this study explores whether visibility, pacing, and commitment mechanics foster trust, fairness, and cooperation alongside competitive tension. The implementation …
Benedictine Art And Design: How Color Psychology Can Positively Influence Department Enrollment, Claire Pauline Fink
Benedictine Art And Design: How Color Psychology Can Positively Influence Department Enrollment, Claire Pauline Fink
Theses
This thesis examines how design strategies informed by color psychology and experimental aesthetics can be used to strengthen the visual identity and recruitment efforts of the Benedictine College Art & Design Department (BCAD). Following the recent addition of Graphic Design as a major and the department’s name change in 2021, there has been a noticeable gap in public awareness and printed promotional materials tailored to prospective students. Grounded in theoretical frameworks, such as D. E. Berlyne’s optimal arousal theory, and supported by survey responses from current Art & Design students, this project identifies key needs in marketing to prospective students. …
The Transformative Impact Of User-Created Mods Within Fallout: New Vegas, Tanner Webb
The Transformative Impact Of User-Created Mods Within Fallout: New Vegas, Tanner Webb
Theses
Video game modding is one of the fastest growing trends in the gaming industry and it is changing how players interact with games. Review of current literature and research shows that these modders are an integral part of the gaming market. Using the principles of participatory culture and digital aesthetics, this research investigates how modding practices serve as both a form of creative expression and an inspiration for technological innovation within the video game industry. Video game modifications serve as catalysts for creative expression, foster the development of innovative user communities, prolong the life of game titles, cultivate a pool …
Utilitarian And Self-Representational: Player-To-Player Character Relationships In Final Fantasy Xiv, Zu Er Guan
Utilitarian And Self-Representational: Player-To-Player Character Relationships In Final Fantasy Xiv, Zu Er Guan
Theses
This thesis studies the relationships between video game players and their player characters, the characters that they control, through the lens of player purpose and intent by conducting research using an online survey developed and analyzed using an interdisciplinary methodology based on existing studies in the field regarding avatar identification, player psychology, and queer and feminist theory. This thesis posits that are two types of player relationships with their player characters based on player intent—player characters as the personal avatar and representation of the self, and player characters as a tool for the execution of player control and gameplay experience. …
Dungeon Plater, Nala Scott
Owl Game, Finn Brown
Owl Game, Finn Brown
Game Design
This is a basic game about flying through some trees in a valley, and flying through hoops.
Grapple Game - Game Development, Alexander Blume
Grapple Game - Game Development, Alexander Blume
Game Design
A first-person time trial based around a grappling mechanic!
Movement system: https://github.com/DaveGameDevelopment
Gameplay video: https://youtu.be/TqERFundlwk
Slime King, Branden Green
Slime King, Branden Green
Game Design
This is a short video game about a smile king who was removed from his thrown, The game entails you, playing the fallen king, completing levels to reach your thrown. The game is in it's early stages and as such many features aren't yet present. Completion of the game occurs when you reach the throne at the top of the second level.
The Intersection Of Interactive Narrative And Flow State Immersion: An Exploration Of Trauma, Resilience, And Post-Traumatic Growth, Tiffani Barner
The Intersection Of Interactive Narrative And Flow State Immersion: An Exploration Of Trauma, Resilience, And Post-Traumatic Growth, Tiffani Barner
Theses
This work investigates the benefits of interactive narratives in conjunction with flow state immersion for individuals with Post-Traumatic Stress Disorder. A specific focus is placed on narratives that contain dark or horror-based themes. In addition, the importance of selfauthorship, representation, and empowerment are explored. Accompanying the examination of flow state, concepts such as challenge, failure, and the motivation to succeed at challenging tasks are analyzed. This work also includes a survey pertaining to user preferences regarding media and genre preferences. The goal of this project is to design an interactive user experience that activates flow state while also providing an …
Go Go Ro Bo, Jordan Goodwin
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.
Do You Know Where Your Games Come From? Artificial Intelligence And Game Development, Andrew Begemann
Do You Know Where Your Games Come From? Artificial Intelligence And Game Development, Andrew Begemann
International Journal of Emerging and Disruptive Innovation in Education : VISIONARIUM
ABSTRACT
This paper was written to explore the possible effects of artificial intelligence being implemented in the design pipeline of video game development. In it, we will explore a history of artificial intelligence, from its early imaginings in books and philosophy, to its current iterations, such as ChatGPT and other popular engines like Midjourney and Stable diffusion. We will also discuss steps in game development so as to understand where the potential implementations of artificial intelligence can, will, or does occur. Following those explanations, we will explore the three methodologies of Marxism, Psychoanalysis, and Cultural Studies as ways of examining …
Candy Costume Royal, Nala Scott
Candy Costume Royal, Nala Scott
Game Design
A board game where player compete to be the best dressed on the board. Players race to make the best outfit and reach the end of the board first.
Treasure Quest, Dani Rosenberger
Treasure Quest, Dani Rosenberger
Game Design
A competitive board game where players are pit against each other to find a lost treasure on a mysterious island. Who will be the first to claim great riches?
Seasons Of Change, Ray Vergara
Seasons Of Change, Ray Vergara
Game Design
Seasons of Change is a Unity-based video game with a spooky, cartoonish aesthetic, inspired by the fall season. Developed within the constraints of Lindenwood University's Game Development course, the project was built upon through structured weekly modules, focusing on game mechanics, level design, interactivity, programming, and audio integration. The game's developmental journey was enriched by extensive research, experimentation, and constructive feedback, resulting in a cohesive final product. Key challenges included adapting Unity's Starter Asset Package, troubleshooting ProBuilder limitations, and debugging interactive elements like audio and UI for various platforms. Despite time constraints and technical hurdles, the iterative development process facilitated …
Mushy's Escape, Maddie Knemeyer Lynch
Mushy's Escape, Maddie Knemeyer Lynch
Game Design
Mushy's Escape is a puzzle based 3D Platformer. This game is a showcase for a game development concept piece.
Spective, Andrew C. Smith
Spective, Andrew C. Smith
Game Design
Video Game, Andrew Smith, Puzzle Action game. Made for Fall 2023 Game Prototype class. In this game, the player must rotate the camera in order to obtain a new perspective and gain more visual information about the layout of the stage in order to avoid enemies, collect objects, and navigate and platform properly, in order to reach the end.