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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 Jul 2026

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 Jul 2026

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 Jul 2026

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 Jul 2026

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 …


A Thesis By An Art Student Trying To Find Meaning In Simulation Games, Yichuan Wang May 2026

A Thesis By An Art Student Trying To Find Meaning In Simulation Games, Yichuan Wang

Masters Theses

This thesis explores a strange question: what happens if meaning is no longer written by an author, but emerges from the behavior of a system itself?

Beginning with observations of the Providence River and inspired by Conway’s Game of Life, information theory, and artificial life research, the project investigates simulation as a space where language, memory, and collective meaning can evolve without central control. Rather than treating video games as vehicles for storytelling, this research approaches them as dynamic systems capable of generating unpredictable forms of organization and perception.

The thesis proposes a closed spherical computational world populated by simple …


In Transit, Ziqi Xu May 2026

In Transit, Ziqi Xu

Masters Theses

The train moves continuously, yet it never seems to arrive. Inside, light shifts, sound repeats, and space unfolds from one carriage to the next. There is a persistent sense of forward motion, but no clear destination. The experience is familiar, yet difficult to locate within a fixed point in time. We often understand time as something that flows—a linear progression from past to present to future. However, what we perceive may not be time itself, but changes in our environment. A light turns off. A door opens. A sound fades. These events create the sensation of movement, allowing us to …


Domestic Travelers: Transparent Machines, Hollow Bodies, Hanyi Wang May 2026

Domestic Travelers: Transparent Machines, Hollow Bodies, Hanyi Wang

Masters Theses

Digitization is not a modern invention. Derived from the concept of fingers, this mindset of packing information into quantifiable, interchangeable units sounds mechanical, yet eerily physical. Try to imagine: a ghostly hand with millions of fingers with the same length, likeness, and function. Under the worldview of Digital Narrative, we live in a digital simulation: everything is representable with quantifiable units, fluid across media. Yet under this spectacle of convenient abundance, something is missing. The Unknowables are replaced with arbitrary symbols, while the Uncategorizables are omitted. This is a framework that cannot accommodate human subtleties and complexities. One needs to …


Clue In The Roman Style House: A Twist On The Classic Board Game Featuring A Fusion Of Ancient And Modern Roman Influences, Madelyn Junk May 2026

Clue In The Roman Style House: A Twist On The Classic Board Game Featuring A Fusion Of Ancient And Modern Roman Influences, Madelyn Junk

Honors Projects

Throughout time, games have been used to convey how society functions. They hint at societal structure, behavioral patterns, and roles of community members. Specifically, board games are excellent ways to teach players about attention to detail and how to synthesize information.

This unique and functional honors project finds its strength as a detail-oriented game that stresses the importance of critical thinking and deduction as it further rewards those skills through play and friendly competition. It combines art history, education, and graphic design disciplines to result in a creative output alongside a research paper. Its final product is a playable game …


Augmented Reality In Fashion Retail: A Walmart Unlimited Study, Chloe A. Mcpherson May 2026

Augmented Reality In Fashion Retail: A Walmart Unlimited Study, Chloe A. Mcpherson

Apparel Merchandising and Product Development Undergraduate Honors Theses

As technology continues to evolve, augmented reality (AR) has become increasingly common within the retail and fashion industries. This study explored Gen Z consumers’ perceptions of immersive AR shopping experiences through Walmart Unlimited, an interactive digital shopping platform. The purpose of this research was to better understand how younger consumers respond to AR-enhanced shopping environments and whether these technologies influence attitudes toward convenience, engagement, and sustainability in retail.

A quantitative research design was used for this study. Participants completed the Walmart Unlimited shopping experience and then responded to a Qualtrics survey measuring areas such as immersion, satisfaction, ease of use, …


Depicting Cultural Nuance Through Level Design, Sydney A V Fleming May 2026

Depicting Cultural Nuance Through Level Design, Sydney A V Fleming

All Theses

As the audience for gaming grows and expands, gamers consistently crave new stories that are interesting and that immerse them. The ability of gamers to relate to the characters is solely dependent on conscious choices made by developers. For the story to be enjoyable and immersive, It helps to understand the character’s motivation. Why would they act this way? Would they make this choice? Understanding a character culturally is a step in the right direction to gaining this needed understanding. Conveying culture respectfully in games is always a challenge. The goal of this project is to use the Unreal Engine …


Visual Development For Descent To Paradise, Rowyn Porterfield May 2026

Visual Development For Descent To Paradise, Rowyn Porterfield

Undergraduate Honors Theses

The focus of this thesis is a study in the process of concept development for video games within the format of a video game pitch. This includes concept designs for important characters, relevant settings, and other supplemental material deemed necessary within my research for a complete pitch. The content shown within this paper includes visual research, creative writing, 3D setting design, and 2D artworks for character, setting, and prop design. All of this is then put into context through two 2D illustrations of key art.


Leveraging Generative Artificial Intelligence To Launch An Independent Game Studio, Douglas Evans May 2026

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 …


Alternative, Ashlynn M. Stroud May 2026

Alternative, Ashlynn M. Stroud

Graduate Theses and Dissertations (2019 - present)

A series of illustrations, sculptures and comic book issues designed to introduce a series of stories and characters that represent the history and members of a fictional mythology depicting the cultural social group often referred to as the “alternative” community. Alternative takes place in a world that combines high fantasy and science fiction with elements of pop culture and music. This world uses iconography of the various genres of the alternative subculture and music, metal, post-punk, and the evolving scene of the underground with varying visuals from both gothic and industrial time periods. Viewers are encouraged to read and follow …


Voice And Pain: Representations Of Disability In Adaptations Of “The Little Mermaid”, Ace Molloy Mar 2026

Voice And Pain: Representations Of Disability In Adaptations Of “The Little Mermaid”, Ace Molloy

Departmental Honors & Graduate Capstone Projects

Hans Christian Andersen’s 1837 story, “The Little Mermaid,” is a popular fairy tale that has been adapted several times by writers, filmmakers, and game developers. It is one of the few fairy tales with explicit portrayals of disability; the mermaid in the tale is nonspeaking and experiences chronic pain, as well as being a mermaid—a nonnormative figure who is aligned with disability. This paper looks at the ways that the mermaid is portrayed in literary, film, and new media adaptations from a disability-justice perspective. Examining multiple representations of the character, I argue that while feminist adaptations erase her disability and …


Investigating The Viability Of A Shared Skill System Between Enemies And Players, Andrea Ng Mar 2026

Investigating The Viability Of A Shared Skill System Between Enemies And Players, Andrea Ng

Computer Science and Software Engineering

Over time, Japanese light novels and media inspired by it have been heavily influenced by RPGs in implementing skill systems, with one common trope arising from this being the ability to copy or steal others’ skills. However, there aren’t many games that implement this familiar trope despite how it takes advantage of an integral system to RPGs. Rather than treating enemies as simply obstacles, having to copy skills from enemies turns them into a resource. This project aims to implement the skill copy mechanic while also minimizing player-side specific handling so that skills are interchangeable between both players and enemies.


Enhancing Facial Expressiveness For Games Through Procedural Animation, Abhijit Varanasi Dec 2025

Enhancing Facial Expressiveness For Games Through Procedural Animation, Abhijit Varanasi

All Theses

Facial animation is one of the most important parts of bringing characters to life in video games and virtual experiences. This thesis explores a new approach to creating more expressive facial animations using procedural techniques and blended facial performance for more flexibility. The project uses FACS (Facial Action Coding System), which breaks down facial expressions into small, measurable muscle movements. By building a facial rig based on these muscle units, the character’s face can be animated in a way that reflects real human emotion. The animation in this work is not just pre-recorded, though it can respond in real-time to …


Platforming For Circuit Education, Grady Oliver Schneider Dec 2025

Platforming For Circuit Education, Grady Oliver Schneider

Computer Engineering

The purpose of this project was to provide an alternative for students being introduced to resistive circuits. As a freshman in electrical engineering (transferred to computer engineering), I saw the struggles of other freshman to grasp the conceptual basics of circuits. While there’s lots of guides to circuit education, I think many of them fall short of being both engaging and teaching the intuition behind circuits. A lot of the more advanced concepts in circuits depends on the basic intuition of KCL, KVL, and Ohm’s Law. While there’s several basic techniques (such as voltage divider, current divider, and mesh current …


The Vampire In Video Games: Narrative Structures, Game Mechanics, And Cultural Significance, Ricardo Longo Minervino Dec 2025

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 …


Mozgus, Damian Cerda, Madison Lopez Dec 2025

Mozgus, Damian Cerda, Madison Lopez

Computer Science and Software Engineering

The indie game market is flooded with genre experiments, yet few successfully combine fast-paced action with meaningful strategic decision-making. Our project aims to fill this gap by creating a game that fuses top-down action combat with resource-management tycoon mechanics. We found that in many games, the management phases lack mechanical stakes. Our goal was to intertwine these systems so that choices made in one phase meaningfully impact the other.


Crux: Exploring Imperialism And Resistance Through Role-Playing Games, Devon Gronka Dec 2025

Crux: Exploring Imperialism And Resistance Through Role-Playing Games, Devon Gronka

Institute for the Humanities Master's Papers, Projects, and Capstones

This is a game about power. The game is a Role-Playing Game, or RPG. As with nearly all RPGs, the game presents the players with choices about how their characters will interact with each other and with the world around them, and these interactions are woven together to more or less form a plot. However, oftentimes in life there are no good choices available, and there is no win state outside of what we might determine for ourselves.

The game is a social experiment. While playing a game, a player takes in information in a very different manner than when …


Guiding The Story World: A Comparison Of Diegetic Cues In A Snow White Vr Narrative Game, Jiayi Xu Nov 2025

Guiding The Story World: A Comparison Of Diegetic Cues In A Snow White Vr Narrative Game, Jiayi Xu

Dartmouth College Master’s Theses

Virtual reality (VR) narrative games must guide players through complex story worlds without undermining immersion, yet prior work rarely compares different forms of in-world guidance under tightly controlled conditions. Designers routinely mix diegetic text, character behavior, and environmental motion, but it remains unclear how these cue families differentially shape cognitive load, task performance, and narrative experience when they convey the same instruction.

This thesis investigates how three common diegetic cue types—diegetic text, non-verbal gestures from a non-player character, and environmental motion and highlights—affect players in a first-person VR retelling of the Snow White story. In a between-subjects laboratory study, each …


Draft Card Battler, Brian Moore Oct 2025

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 Jul 2025

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. …


An Interactive Walkthrough Of Richard Kostelanetz’S Library, Martin Glick Jun 2025

An Interactive Walkthrough Of Richard Kostelanetz’S Library, Martin Glick

Dissertations, Theses, and Capstone Projects

My project utilizes the visual novel game engine Ren’Py to create an embodied virtual walkthrough of Richard Kostelanetz’s personal library. Kostelanetz is a pioneering avante-garde artist, critic, and anthologist whose work spans multiple decades and artistic practices. This interactive experience introduces users to the astounding collection of 25,000 books that Kostelanetz has amassed in Ridgewood, Queens over his decades of publishing avant-garde literature. While scholars might be familiar with his anthologies such as Scenarios: Scripts to Perform (1980) and Texts-Sound Texts (1980), my project allows users to browse through sample pages of his original “Book Art”.

This New Media Object …


Gamifit, Sishu Wu May 2025

Gamifit, Sishu Wu

Masters Theses

How can we make fitness feel more like raising a pet than checking off a chore?

Gamifit is a playful system that helps beginners build exercise habits by blending AR fitness pets (Fitimals) with a simple physical reminder device (The Dock). Instead of tracking numbers and steps, it focuses on emotional motivation—your Fitimal eats, rests, and grows based on your workout consistency. Skip too many days, and they might get sick... or even leave.

This project uses gamification to bring short-term joy into a long-term challenge, creating a softer, kinder fitness journey—one that feels fun, forgiving, and actually worth sticking …


Terraincraft: Automated Land-Cover–Driven Terrain Generation For Marine Robot Simulations, Xinyue Liang May 2025

Terraincraft: Automated Land-Cover–Driven Terrain Generation For Marine Robot Simulations, Xinyue Liang

Dartmouth College Master’s Theses

From self-driving cars navigating city streets to all-terrain vehicles tackling rugged landscapes, recent leaps in robotic autonomy due to fast pace development in deep learning are reshaping how machines interact with the real world. However, autonomy in the aquatic environment is still limited, due to difficulty in testing and unavailability of realistic simulation environments.

In this project, we aim to create an automated system that simplifies the processes of creating synthetic datasets for marine robots navigation training tasks. We achieved this through a land cover map controlled terrain generation. Our goal is to provide an automatic terrain generation system that …


One Can Only Dream, Sophia V. Yacca May 2025

One Can Only Dream, Sophia V. Yacca

Theses and Dissertations

One Can Only Dream is an interactive installation in which players are invited to navigate a liminal, dream-like game, engage with a branching series of questions, and introspect upon the relationships between unconscious expression, conscious self-perception, and the inherent difficulty of depicting, sharing, and understanding subconscious thought.

Rooted in both my personal experience with a rare neurophysiological condition and in my desire to create, this project examines dreams not only as a medical and cultural phenomenon, but also as a means to form identity, reflect trauma, and inspire creativity. Drawing from modern interactive storytelling and my lived experiences, this work …


Coffee Bindings, M. Ermolenko May 2025

Coffee Bindings, M. Ermolenko

Theses and Dissertations

Coffee Bindings is a multi-media interactive installation weaving themes of history, memory, death, and spaces that no longer exist through the lens of coffee readings and a mixture of physical and digital media. By navigating ghost spaces (spaces/places that used to exist but don’t anymore), and looking at survival through three time periods, Coffee Bindings jumps through liminal time and space, navigating the Armenian Genocide of 1915, the ethnic cleansing and displacement of Armenians from Artsakh in 2020-2024, while also tying them to personal family history with the death of my father and the loss of the physical space of …


Managing Graphical Fidelity With Stylized Shaders For Independent Game Development, Benjamin A. Edens May 2025

Managing Graphical Fidelity With Stylized Shaders For Independent Game Development, Benjamin A. Edens

Electrical Engineering and Computer Science Undergraduate Honors Theses

This paper outlines work performed by the author within the Unity3D game engine to gain preliminary experience with technical art implementation and suggests design choices that could be useful to other students or independent game developers to manage complexity within their games while maintaining visual appeal. The final product of the discussed project is a small game consisting of an outdoor urban city environment as well as an interior aquarium environment. This paper begins with the author’s motivations and goals for the project before describing the implementation of specific aspects of technical art, including 3D modeling, rigging, animation, level design, …


“More Than What [They] Made Us To Be”: From Passing To Perception In Victorian And Modern Vampire Media, Lauren Sieberg May 2025

“More Than What [They] Made Us To Be”: From Passing To Perception In Victorian And Modern Vampire Media, Lauren Sieberg

English (MA) Theses

Throughout Victorian Gothic horror fiction, vampires function as deviant figures, maneuvering within social confines of passing until their status quo-threatening identity is exposed. Of the popular vampires from this period, most gradually fail to maintain status as social insiders—as demonstrated with Bram Stoker’s Count Dracula or Sheridan Le Fanu’s Carmilla, who possess the temporary capacity to pass until their hidden monstrosity is revealed over time. Even if Gothic monsters are confined to a limited space and time far from society, this is still not enough; in accordance with the Victorian culture of morality policing by dominant groups, the vampiric Other …