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Articles 1 - 9 of 9
Full-Text Articles in Game Design
Video Game Review — Final Fantasy Xiv: Level Up Forever, Brian Cowlishaw
Video Game Review — Final Fantasy Xiv: Level Up Forever, Brian Cowlishaw
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Review of the video game Final Fantasy XIV: Level Up Forever.
Peril And Promise: Student Experiences Of Virtual Reality And Implications For Inclusive Social Justice Pedagogy, Michelle Vannatta
Peril And Promise: Student Experiences Of Virtual Reality And Implications For Inclusive Social Justice Pedagogy, Michelle Vannatta
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Virtual reality (VR) is a fast-evolving technology rapidly being integrated into education and training in multiple sectors of society. As the use of VR spreads, it is important to critically analyze both its role in effective pedagogies and how students experience it. Virtual reality has extraordinary promise for deeply engaging students, and it also poses particular challenges for equitable and effective teaching of diverse students. This paper discusses students’ responses to a VR exercise and examines some of the complexities VR presents around racial justice, gender equity, and economic fairness. Virtual reality technology may be less effective and less comfortable …
It’S Dangerous To Learn Alone – Play This: Video Games In Higher Education, Particularly In The Composition Classroom, Joy Sterrantino
It’S Dangerous To Learn Alone – Play This: Video Games In Higher Education, Particularly In The Composition Classroom, Joy Sterrantino
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
When people think of educational games, they often just think of ones geared towards kids: these might include spelling and vocabulary games like Scribblenauts, creative games such as Minecraft, as well as historical games such as Carmen [Sandiego]’s Ancient Caper, but according to the Entertainment Software Association in 2019, 65% of adults play video games (almost half of which are female), the average gamer is 33 years old, and 63% of all gamers are playing with others at least one hour a week (“Essential Facts” 4, 5, 8). This means that the majority of …
Renegade Or Paragon?: Categorizing Narrative Choice In Video Game Storylines, Graham Oliver
Renegade Or Paragon?: Categorizing Narrative Choice In Video Game Storylines, Graham Oliver
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Choices made during video game gameplay set the stories told in that media apart from other media. Narrative-affecting choices have existed since the earliest games, from character creation in role-playing games to performance-based narrative changes in Metroid to morality-based choices in Ogre Battle. In the contemporary gaming landscape, some games derive a significant portion of their gameplay from character decisions: exploration, dialogue options, quick-time event reactions, etc. In this article, I give a history and breakdown of how choices have existed and evolved in gaming narratives since their inception. I then propose three categories for significant narrative choices: aesthetic, …
Game Design: Competitive Mobile Games, Kalen Wallin
Game Design: Competitive Mobile Games, Kalen Wallin
Honors Program: Senior Projects (Public)
This thesis explores the design process for a competitive multiplayer game mode in “baldorf,” a ball-throwing mobile game developed by Mystic Rhoads Productions. The research aims to enhance the overall gaming experience by introducing a competitive mode that challenges players’ skills and facilitates interaction with others. The research methodology included reviewing the popular competitive mobile games: Marvel Snap, Clash Royale, and Clash of Clans, which boast high download numbers and chart rankings. This analysis helped identify key features and mechanics that contribute to an engaging multiplayer experience. As a result, several designs were proposed, covering the profile, matchmaking, match, and …
Balancing Data- Vs. Art-Driven Decisions In Video Game Design, Jaden D. Goter
Balancing Data- Vs. Art-Driven Decisions In Video Game Design, Jaden D. Goter
Honors Program: Senior Projects (Public)
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 …
Developing Indie Games With Agile, Camden Obertop
Developing Indie Games With Agile, Camden Obertop
Honors Program: Senior Projects (Public)
Agile software development has ushered in major improvements to the development of software in the 21st century. Video game development is a form of development that is unique from other types of software engineering, as it can involve work from artists, musicians, voice actors, and others. This paper explores the question whether agile software development as Scrum is an effective tool for creating video games. Ultimately, it can be seen that agile is a very important asset to game developers.
The Woman Behind The Whitney, Breanna Epp
The Woman Behind The Whitney, Breanna Epp
Honors Program: Senior Projects (Public)
Gertrude Vanderbilt Whitney was the founder of the Whitney Museum of American Art, as well as a prominent sculptor and patron to artists in the early 1900s. Her art collection was the largest of American art at the time, and she led the nation into an appreciation of its own native art. Native in this context specifically means any art that was made in America, not strictly art made by the indigenous people of the Americas. Tackling her entire life, from growing up in the Vanderbilt family to her death, I provide an overview of her interactions with the art …
Understanding Spaces Of Abandonment Through Virtual Frameworks In Landscape Architecture, Aus Perez
Understanding Spaces Of Abandonment Through Virtual Frameworks In Landscape Architecture, Aus Perez
Honors Program: Senior Projects (Public)
In recent years, design professionals have implemented many contemporary landscape architecture projects across the United States. With a primary goal of returning nature to urban environments, contemporary landscape architects and other transdisciplinary partners work diligently to sculpt physical spaces that reflect the human-living experience. However, a leap into the world of video game design could allow landscape architects and urban planners to more freely create virtual social environments to address rising issues of abandonment in today’s urban and rural spaces. Video game mechanics and methodologies can be used extensively in the disciplines of design that value participatory processes, like landscape …