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Full-Text Articles in Game Design

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

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 …


Razorblade Swing: Sympathy For The Dead, Game Design Document, Matthew Sparksman Aug 2024

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 …


The Impact Of Draconic Signs Upon The Game Design Process, Peter Carey Feb 2023

The Impact Of Draconic Signs Upon The Game Design Process, Peter Carey

Postgraduate

This creative practice research project explores the use of draconic signs and symbols, and their impact upon the game design process through a game developed in VR and an accompanying exegesis. The research draws on semiotic theory, exploring how meaning is created and conveyed through the use of symbols in games. It examines how the addition of draconic symbols to locomotion, character abilities and dialogue choices may facilitate player agency. Further, it examines the impact integrating these symbols into the player's avatarisation may have on the construction of player identity.

Via a creative practical component, the research demonstrates the practical …


Ai Interactivity In Game Design, Morgan Casey Aug 2022

Ai Interactivity In Game Design, Morgan Casey

Postgraduate

This exegesis focuses on the design of AI in games. This text aims to explain key concepts important to game design, including the use of affective and emotive components to further immerse players in the game world. The goal is to provide insight into the level of complexity required in an AI units’ design to provide enjoyable interactions attainable by an independent developer.

This research will take the combined efforts of playtesters and myself as sole designer and programmer to create a series of play tests with which to examine the enjoyment of various levels of AI complexity and their …


The Stranger Next Door: Enhancing Horror Narrative Through Real Time Progress And Meta-Data, Fae Daunt Feb 2021

The Stranger Next Door: Enhancing Horror Narrative Through Real Time Progress And Meta-Data, Fae Daunt

Postgraduate

The age of mobile connectivity affords uninterrupted access to mobile phones. While game developers have leveraged this phenomenon to create new game mechanics (such as stamina often which monetizes the acceleration of gameplay) narrative mobile game designers are yet to realise the creative potential of uninterrupted access. In response to this, this exegesis details the creation of The Stranger Next Door—a horror narrative set in the player’s realtime which simulates conversations and interactions via a replica social media platform.

This research document begins with a review of relevant literature, situating the game within the conventions of the horror genre and …


A Quest From Then To Now: How Early Tabletop Role-Playing Games Have Influenced Contemporary Game Design, Marc Wainwright Feb 2021

A Quest From Then To Now: How Early Tabletop Role-Playing Games Have Influenced Contemporary Game Design, Marc Wainwright

Postgraduate

In this thesis, I argue that contemporary game design is influenced by early tabletop role-playing games (TRPGs) in that they still employ design precedents created in the 1970s by early TRPG game designers. This thesis approaches the topic not just from a historical perspective, but also an analytical one. To this end, I make use of games research frameworks, like Espen Aarseth’s (2003) ludic-hermeneutic circle and the MDA framework (Hunicke, Leblanc, and Zubek, 2004). The MDA framework breaks down games into mechanics, dynamics, and aesthetics of play, and the relationship between these three elements creates a game's unique sense of …


Cognitivevr: Memory Training For Dementia Patients, Daniel Phill Dec 2020

Cognitivevr: Memory Training For Dementia Patients, Daniel Phill

Postgraduate

Around 50 million people suffer from dementia worldwide (World Health Organisation, 2019). One of the worst symptoms of dementia is memory loss as it affects not only the sufferer but their family as well. Recent studies have demonstrated that the immersion of virtual reality has the potential to improve memory in the general public (Krokos, Plaisant, Varshney, 2018) and that dementia patients are able to use virtual reality (Flynn, Schaik, Blackman, Femcott, Hobbs & Calderon, 2004). In this paper, I examine the literature linking virtual reality and dementia care and explain how I used this in my creative practice to …