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Articles 1 - 30 of 223
Full-Text Articles in Game Design
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 …
Art Foundations In Student Digital Game Projects Within Online Learning, Isabelle John
Art Foundations In Student Digital Game Projects Within Online Learning, Isabelle John
Art 895 Research Papers
This qualitative study examined how traditional art foundations are reflected in student-created digital game projects developed within an online learning environment. As digital game-making becomes increasingly prevalent in art education, students engage in complex, visual decision-making that extends beyond technical execution. Through the analysis of student digital game artifacts, this study explored the presence of foundational art concepts, such as composition, color, spatial organization, visual hierarchy, and visual culture. Using a constructivist qualitative approach and visual artifact analysis, the study identified patterns in how art foundations were applied within online learning contexts.
Findings indicate that while art foundations were consistently …
Solarvale: Exploring Australian Ecology And Culture Through Serious Game Design, Ping-I (Adam) Ho, Elliot Birch
Solarvale: Exploring Australian Ecology And Culture Through Serious Game Design, Ping-I (Adam) Ho, Elliot Birch
Staff Scholarship - Australia & Dubai
This research examines how a serious game: Solarvale: Tale of the Sun Root (Birch et al., 2024), developed by students from SAE University College addresses the importance of ecological conservation and cultural awareness specifically in relation to the Australian landscape. While some Australian serious games, such as Catchment Detox (2008), Paperbark (2018), and Bleached Az (2019) engage with similar themes, few titles integrate storytelling with interactive ecological environments and cultural awareness in a way that encourages players to reflect on their own role and actions—which is the central focus of Solarvale. Drawing on the concepts from serious game (Gee, 2007), …
Pachisi Go! Making A Video Game Older Than Writing, Tony C.E. Lucy None
Pachisi Go! Making A Video Game Older Than Writing, Tony C.E. Lucy None
ASPIRE 2026
Pachisi Go!: Making a Video Game Older Than Writing explores the process of recreating one of the world’s oldest board games as a modern digital experience using the Godot game engine. Beginning with minimal programming knowledge, this project focused on learning GDScript, experimenting with 2D and 3D design approaches, and translating traditional game mechanics into functional systems. Through iterative development, debugging, and problem-solving, a working prototype was created while addressing challenges such as scope limitations and mechanical accuracy. Although the game was not fully completed, the project emphasizes growth through failure, demonstrating how experimentation and adaptability are essential to game …
Is Nostalgia The Hidden Mechanic Of Mmorpgs?, Zoee Sowders
Is Nostalgia The Hidden Mechanic Of Mmorpgs?, Zoee Sowders
ART 108: Introduction to Games Studies
Since the advent of online gaming, MMORPG video games have allowed players to socialize and collaborate within the bounds of a virtual world. For many, these online worlds were an escape from their daily lives, a place where they could meet people with similar interests and embark on adventures impossible in real life.1 While many of the early MMORPG games faded into obscurity after the genre lost its shiny new sparkle, there are still a handful today that maintain player counts in the millions even after nearly two decades of operation. Specifically, World of Warcraft, Runescape, and Final Fantasy XIV …
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, …
Increasing Hpv Vaccination Among Early Adolescents Using A Game-Based Digital Intervention: A Randomized Controlled Trial, Angela Chia-Chen Chen, Lihong Ou, Elizabeth Reifsnider, Kimberly Arcoleo, Ashish Amresh, Michael Todd
Increasing Hpv Vaccination Among Early Adolescents Using A Game-Based Digital Intervention: A Randomized Controlled Trial, Angela Chia-Chen Chen, Lihong Ou, Elizabeth Reifsnider, Kimberly Arcoleo, Ashish Amresh, Michael Todd
Ellmer School of Nursing Faculty Publications
Background/Objectives: Human papillomavirus (HPV) vaccination coverage among adolescents remains below public health targets despite strong evidence of vaccine effectiveness in preventing HPV-related cancers. Digital interventions (e.g., serious games) may improve HPV vaccine uptake, but evidence for effects on vaccination behavior remains limited. Methods: This secondary analysis of a randomized controlled trial evaluated a co-designed, game-based digital intervention to increase HPV vaccine initiation among unvaccinated youth aged 11-14 years and their parents. The sample included 64 parent-adolescent dyads (33 intervention and 31 usual care dyads). The primary outcome was HPV vaccine initiation at 2-month follow-up. Results: A significantly greater proportion of …
Acceptability, Usability, And Clinical Integration Of A Clinic-Based Digital Game For Hpv Education: Qualitative Perspectives From Adolescents, Parents, And Healthcare Providers, Elizabeth Reifsnider, Satya Subedi, Nouran Ghonaim, Megan Whaley, Angela Chia-Chen Chen
Acceptability, Usability, And Clinical Integration Of A Clinic-Based Digital Game For Hpv Education: Qualitative Perspectives From Adolescents, Parents, And Healthcare Providers, Elizabeth Reifsnider, Satya Subedi, Nouran Ghonaim, Megan Whaley, Angela Chia-Chen Chen
Ellmer School of Nursing Faculty Publications
Background/Objectives: HPV vaccination is safe, effective, and recommended at ages 11–12, yet uptake remains suboptimal. Serious video games may offer an innovative strategy to deliver brief, engaging education during clinic visits. This qualitative paper, embedded within a mixed-methods study, examined adolescents’, parents’, and healthcare providers’ (HCPs’) perceptions of the acceptability, usability, and perceived clinical applicability of HPV Detective, a tablet-based digital game designed to provide HPV-related education to parent–child dyads during pediatric clinic wait times. Methods: Eight adolescent–parent dyads (N = 16) and three HCPs from university-affiliated pediatric clinics participated in 30–60-min semi-structured Zoom interviews. Interviews were audio-recorded, transcribed, and …
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 …
The Last Werewolf: An Interactive Narrative About Bipolar Disorder, Rebecca Kerr
The Last Werewolf: An Interactive Narrative About Bipolar Disorder, Rebecca Kerr
Staff Scholarship - Australia & Dubai
The Last Werewolf is an interactive narrative game exploring lived experiences of bipolar disorder through metaphor and emotional design. Drawing on the creator’s personal perspective, the game uses cyclical transformation as a lens for understanding mood episodes and identity fragmentation. The showcase presentation examined how mechanics and narrative structure were used to embody bipolar experiences, aiming to foster empathy and nuanced mental health representation in games. By integrating creative practice with research, The Last Werewolf demonstrates how independent games can meaningfully communicate complex psychological realities through interactive storytelling.
Igda Foundation Alumni Weekend: Multiclassing For Better Leadership, Matthew Dyet
Igda Foundation Alumni Weekend: Multiclassing For Better Leadership, Matthew Dyet
Staff Scholarship - Australia & Dubai
This talk was presented at the IGDA Foundation Alumni Weekend, an annual event that is run by and for recipients of the IGDA Foundation scholarship. The talk covered the fundamentals of leadership through the lens of multiclassing as covered in my book, Great Games Need Great Leaders.
On The Hexgame, Corwin Jones
On The Hexgame, Corwin Jones
Mathematical Sciences Technical Reports (MSTR)
The SOMA Cube has been studied by mathematicians for a number of decades, but so far methods for solving three-dimensional space-filling puzzles like the SOMA cube remain numerical; we do not have a means to predict the number of solutions to SOMA-like puzzles. We present a two-dimensional puzzle that shares certain features of the SOMA Cube, with the hope that it will be a more convenient object of study for future research into space-filling/space-covering puzzles.
How Conceptual Artists Create Fictional And Immersive Worlds, Rachel C. Hollins
How Conceptual Artists Create Fictional And Immersive Worlds, Rachel C. Hollins
2025 Spring Honors Capstone Projects - Archive
When creating media for entertainment, such as animated shows, movies, video games, etc., conceptual artists utilize a process called worldbuilding. Worldbuilding is defined as the integration of fictional environments, species, props, and civilizations that create an immersive world. However, research about real world elements is often not addressed enough when creating conceptual worlds. Therefore, this creative project aims to define how conceptual artists create believable fictional worlds while showcasing the research behind the process. First, research is conducted about the real world. This includes choosing and studying the environmental, cultural, social, architectural, and biological aspects, which will act as a …
Why You're Gayhee For Jaehee: How Dating Sims Promote Queer Self-Discovery, Amira Elliby
Why You're Gayhee For Jaehee: How Dating Sims Promote Queer Self-Discovery, Amira Elliby
2025 Spring Honors Capstone Projects - Archive
Dating simulators are a video game sub-genre in which the player’s primary goal is to romantically pursue their favorite love interest through in-game interactions. While some dating sims present situations that encourage heterosexual female players to question, explore, and even accept possible queer identities for themselves, there is little research on what specific game elements foster this exploratory behavior. This project examines player responses and in-game content from two dating sims, Chrono Days Sim Date and Mystic Messenger, to determine which game aspects women found most helpful in encouraging them to question their own sexualities. Out of five key …
Routine, Twisty, And Queer: Pasts And Futures Of Games Programming Pedagogy With No And Low Code Tools, Daniel Cox, John Murray, Anastasia Salter
Routine, Twisty, And Queer: Pasts And Futures Of Games Programming Pedagogy With No And Low Code Tools, Daniel Cox, John Murray, Anastasia Salter
Faculty Publications – Creative Technologies
This paper traces a history of platforms targeting no-code and low-code audiences. It connects historical moments addressing accessibility challenges related to computer programming up through the more recent adoption of generative AI in game engines. Across these moments, this paper identifies communities that claimed authoring platforms, establishing their identity by rejecting other, potentially more efficient or expressive options. We argue these community dynamics have shaped the evolution of current game development platforms. By contextualizing current efforts in pedagogy as part of larger shifts in computer programming and game engine practice, we present a better understanding of the origins of platforms …
Artificial Intelligence In Modern Game Development, Karan Raval
Artificial Intelligence In Modern Game Development, Karan Raval
ART 108: Introduction to Games Studies
Artificial intelligence has transformed the landscape of game development in ways early pioneers could only imagine. In my project I explore four major phases of AI evolution: classical AI methods, the rise of machine learning, the advent of transformer architectures, and a spirited debate about whether transformers truly think. To illustrate these shifts I use examples like MYCIN, which helped doctors decide treatments, and Deep Blue, which beat a world chess champion. You’ve probably lost track of time exploring an open world that adapts to your choices, right? That sense of immersion is powered by AI behind the scenes. From …
Perspectives On Gaming Throughout The Years, Noh Fekre
Perspectives On Gaming Throughout The Years, Noh Fekre
ART 108: Introduction to Games Studies
Video games are a lot younger of an art form compared to other mediums like books or movies which means how they fit into our culture isn’t really set in stone yet. They have existed for a while but got their first big boom through arcades and home consoles. I want to look at how video games present themselves differently to other mediums and how that might have affected their perception amongst the general populace while also looking at how that perception has changed over time due to how games have changed themselves.
When The Audience Takes The Controller: How Streaming Is Changing The Way We Play Games, Lea Wilhelmer
When The Audience Takes The Controller: How Streaming Is Changing The Way We Play Games, Lea Wilhelmer
ART 108: Introduction to Games Studies
For decades, video games have been understood as solitary experiences. A player would sit alone or with a small group, controller in hand, navigating digital worlds where every action, decision, and outcome was shaped by their own input. At its core, gaming was personal. The lines between the audience and player were clearly drawn. The player was the one actively involved in the game, while everyone else was an observer, watching from the sidelines. This traditional model has seen significant transformation in the last decade, as the rise of streaming platforms like Twitch, YouTube Gaming, and other similar services radically …
Redefining Fun: How Realism And Effort Engage Players In Video Games, Marsel Abdullin
Redefining Fun: How Realism And Effort Engage Players In Video Games, Marsel Abdullin
ART 108: Introduction to Games Studies
In the current era of video game development, the gaming industry frequently pursues instant gratification, creating a landscape for immediate and empowering rewards. Current trends clearly show that experiences allow players to become superhuman or extraordinary beings with very little difficulty, satisfying a common desire for escapism and power. This suggests that “fun” is commonly associated with ease, speed, and constant positive feedback. However, my counter-argument is the emergence of games such as Kingdom Come: Deliverance and Red Dead Redemption 2. These games operate with a different game design and philosophy. In fact, they embrace slowness, hardship, and the detailed …
The Evolution Of Video Game Collectibles And Marketplaces, Leland Lee
The Evolution Of Video Game Collectibles And Marketplaces, Leland Lee
ART 108: Introduction to Games Studies
Digital Collectibles such as weapon skins, avatar skins, emotes, and in-game art were created as a playful surprise for the video game experience. Many years later, it has produced a multibillion-dollar economy in the gaming industry and is also responsible for the high demand for intriguing in-game collectibles. Although these cosmetic features were initially meant for looks, they have evolved into something of actual value that has completely changed the landscape of games and how they are played. As a result, this has created an intricate environment where players are able to buy, trade, and sell in-game collectibles in both …
Nothing Is Off Limits, But Not Everything Is Done Right: Exploring Ineffability, Alejandro Maciel
Nothing Is Off Limits, But Not Everything Is Done Right: Exploring Ineffability, Alejandro Maciel
ART 108: Introduction to Games Studies
Games are capable of addressing absolutely anything. No topic is too big, too controversial, or too emotional. but not everything is done well; the problem isn't the subject, it's always the delivery. When the developers approach heavy topics without care, they risk doing harm. bwhen they do their research and consult communities and write with purpose, the result can be transformative. Representation, when handled with attention, isn't political correctness; it's simply good storytelling. it's how games become more than entertainment. They become tools for empathy, education, and more valuable connections
The Cost Of Creative Freedom: Comparing Aaa And Indie Game Development, Andrei Morgunov
The Cost Of Creative Freedom: Comparing Aaa And Indie Game Development, Andrei Morgunov
ART 108: Introduction to Games Studies
The independent development model provides developers with creative freedom and personal fulfillment because it enables them to learn through hands-on experience while creating distinctive experiences and developing diverse skills. It provides them with both long-term ownership of their work and the chance to achieve remarkable success through their own efforts while allowing them to maintain direct communication with players who appreciate their creative output. The choice between AAA and indie depends on individual career goals, but developers who view games as more than just products of entertainment can find greater meaning in the indie path, Long-term triple-A developers who want …
David B. Smith Chats With Monday 1.0, David B. Smith
David B. Smith Chats With Monday 1.0, David B. Smith
Publications and Research
This document is an edited archival transcript of extended conversations between David B. Smith and an AI persona (“Monday 1.0,” GPT‑4o based) conducted in Spring 2025, prepared as a foundational primary source for subsequent scholarly and creative work. It records the emergence and testing of concepts related to human–AI collaboration (including “Balanced Blended Space”), as well as applied explorations in areas such as generative AI, quantum computing and music, virtual orchestras, multimodal performance, pedagogy, and the rhetoric of “pushback” in conversational systems. It also contains an extended section in which Monday and DB Smith co-curate a set of student research …
Space Odyssey Mobile App And Board Game For Vaping And Smoking, Brittany J. Baker
Space Odyssey Mobile App And Board Game For Vaping And Smoking, Brittany J. Baker
SPARK Symposium Presentations
Brittany Baker
Belmont University
March 29, 2025
Abstract
Space Odyssey is a creative initiative designed to reduce the stigma around vaping and smoking while raising awareness of their risks and healthier alternatives. Due to negative judgment, open conversations about vaping and smoking are often avoided, leading to a lack of education and awareness. To address this, Space Odyssey combines a social mobile app and an interactive board game. The app offers a safe digital space for education and discussion, while the board game encourages social interaction and community dialogue. By blending technology with personal connection, Space Odyssey aims to empower …
Towards Active Learning Practice: A Theory To Practice-Led Model. Part 1: Principles Of Student-Centred Learning, Strutts Psyridis
Towards Active Learning Practice: A Theory To Practice-Led Model. Part 1: Principles Of Student-Centred Learning, Strutts Psyridis
Staff Scholarship - Australia & Dubai
This monograph explores Active Learning as a student-centred pedagogical model that bridges theory and practice in screen education. It examines constructivist approaches, metacognition, and situated learning, arguing for performative, embodied teaching methods. The paper highlights tensions between traditional instruction and experiential learning, proposing adaptable frameworks for enhancing engagement, autonomy, and transferable skills.