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Game Design Commons™

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2016

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Articles 1 - 17 of 17

Full-Text Articles in Game Design

Art Beyond The Object? Art Beyond Grad School? (A Kickstarter Fundraiser): Help Me Complete My Mfa And Kickstart My Life As An Artist., Hsini D. Leary Dec 2016

Art Beyond The Object? Art Beyond Grad School? (A Kickstarter Fundraiser): Help Me Complete My Mfa And Kickstart My Life As An Artist., Hsini D. Leary

Theses and Dissertations

The goal of this paper and Kickstarter project is to enable the production of my last semester’s work and thesis exhibition, and also to aid in the post-graduation transition to a sustainable art practice that does not rely on the current gallery structure.


Play Time Oct 2016

Play Time

SIGNED: The Magazine of The Hong Kong Design Institute

In October IVE (Lee Wai Lee)'s Department of Multimedia and Internet Technology played host to more than one hundred computer enthusiasts who came together with the sole aim of creating dozens of new games in just 48 hours. As Summer Cao reports, Hong Kong's inaugural Game Jam was a thumping success.


Technology Matters: The Courts, Media Neutrality, And New Technologies, Deborah Tussey Oct 2016

Technology Matters: The Courts, Media Neutrality, And New Technologies, Deborah Tussey

Georgia Journal of Law & Technology

This article explores the copyright principle of media neutrality in the context of three sets of cases dealing with videogame enhancements, database compilations, and peer-to-peer file sharing. In each set of cases, at least one court produces a judgment which relies heavily on technological distinctions among electronic storage and retrieval systems, in apparent contravention of the media neutrality principle. Media neutrality confers fairly broad authority on courts to extend protection to copyrighted content distributed through new technologies. However, judicial concerns about the relative institutional competencies of Congress and the courts, most clearly expressed in the Sony decision, rightly impose limitations …


Machinima And Copyright Law, Matthew Brett Freedman Oct 2016

Machinima And Copyright Law, Matthew Brett Freedman

Georgia Journal of Law & Technology

No abstract provided.


Gender Bias And The Evaluation Of Players: Voice And Gender In Narrated Gameplay Videos, Robin April Crowell Aug 2016

Gender Bias And The Evaluation Of Players: Voice And Gender In Narrated Gameplay Videos, Robin April Crowell

Dissertations and Theses

This study evaluates perception differences of male and female narrators in video game tutorials. Video games have long been considered a masculine pursuit, and because of this, women have endured unpleasant surroundings and interactions in gaming and related communities. With the proliferation of technologies like Twitch and YouTube gaming, gaming is more communicative than ever, increasing potential for problematic interactions. Recent booms in these technologies emphasize the importance of understanding how varying demographics are perceived, as these perceptions influence interactions, potentially limiting the likelihood of women and others' involvement and interest.

Involvement in technology during youth is associated with interests …


The Creation Process Of A Stylized Character In Comparison To A Semi-Realistic Character, Caitlin D. Hall 4464202 Aug 2016

The Creation Process Of A Stylized Character In Comparison To A Semi-Realistic Character, Caitlin D. Hall 4464202

Undergraduate Honors Theses

Abstract

I. Introduction

a. Thesis statement: What is the process for modeling a stylized character and how does this differ from a semi-realistic character?

b. Expanded thesis statement: The two styles differ from start to finish in a variety of ways. I believe that semi-realistic characters require more source material when drawing and modeling; however stylized characters require a different level of creativity and artistic ability in creation. Modeling semi-realistic characters will be more dependent on source images while stylized characters may require special attention with non-standard texture, style, etc. Rendering techniques will also differ when it goes to presenting …


A New Variant Of Baccarat For Vip Players, Stewart N. Ethier, Jiyeon Lee Jun 2016

A New Variant Of Baccarat For Vip Players, Stewart N. Ethier, Jiyeon Lee

International Conference on Gambling & Risk Taking

In 2013 baccarat generated over US$41 billion in revenue for the 35 casinos of Macau, of which nearly US$30 billion was attributed to VIP players (high-stakes gamblers). Although the VIP market segment has declined over the past two years, it is still substantial. In this talk we propose a new variant of baccarat that will appeal to and attract VIP players. Its appeal lies in the facts that (a) it has a historical connection to baccarat and (b) it is closer to a fair game than is baccarat.


The Elder Scrolls V: Skyrim Stamina Combat Overhaul, Richard Rattner Jun 2016

The Elder Scrolls V: Skyrim Stamina Combat Overhaul, Richard Rattner

Liberal Arts and Engineering Studies

No abstract provided.


Scare Tactics, Tiago Martines, Gabriel Ortega, Karan Sahu, Lucas Pereira Vasconcelos, Henrique Silva Chaltein De Almeida May 2016

Scare Tactics, Tiago Martines, Gabriel Ortega, Karan Sahu, Lucas Pereira Vasconcelos, Henrique Silva Chaltein De Almeida

Theses

It is the purpose of this document to describe the design and development processes of Scare Tactics. The game will be discussed in further detail as it relates to several areas, such as market analysis, development process, game design, technical design, and each team members’ individual area of background research. The research areas include asymmetrical game design, level design, game engine architecture, real-time graphics, user interface design, networking and artificial intelligence.

As part of the team’s market analysis, other games featuring asymmetric gameplay are discussed. The games described in this section serve as inspirations for asymmetric game design. Some …


Visions: Chaos In Naango, Katarina J. Klask, Hunter Gibson, Taylor Roseberry, Summer Shigetani, Mattie Coccia, Alena Siu, Caitlin Mihm, Gaston Dondero, Sophie Rudell May 2016

Visions: Chaos In Naango, Katarina J. Klask, Hunter Gibson, Taylor Roseberry, Summer Shigetani, Mattie Coccia, Alena Siu, Caitlin Mihm, Gaston Dondero, Sophie Rudell

Honors Thesis

Trailer: https://www.youtube.com/watch?v=kxjqjJNMSFQ

Website: http://www.visionsthegame.com

Development Blog: http://visionsthegame.tumblr.com

Facebook: https://www.facebook.com/visionsthegame/?fref=ts

Twitter: https://twitter.com/visionsthegame

Email: [email protected]


The Impact And Creation Of Level Music For Video Games, Randolph Kestner May 2016

The Impact And Creation Of Level Music For Video Games, Randolph Kestner

Undergraduate Honors Theses

This thesis explores the creation of music for a video game level utilizing industry tools for music compositions as well as level design. Music as an element of game design and its resulting impact is also examined.


Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda May 2016

Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda

Computer Science Faculty Publications

Commonsense knowledge representation and reasoning is key for tasks such as artificial intelligence and natural language understanding. Since commonsense consists of information that humans take for granted, gathering it is an extremely difficult task. In this paper, we introduce a novel 3D game engine for commonsense knowledge acquisition (GECKA3D) which aims to collect commonsense from game designers through the development of serious games. GECKA3D integrates the potential of serious games and games with a purpose. This provides a platform for the acquisition of reusable and multi-purpose knowledge and also enables the development of games that can provide entertainment value and …


Aggressive Gaming: A Correlative Study Of Game Preference And Trait Aggression, Andrew Hagler Apr 2016

Aggressive Gaming: A Correlative Study Of Game Preference And Trait Aggression, Andrew Hagler

Honors Theses

No abstract provided.


Avatars Of Oneself, Patrick L. Miller Apr 2016

Avatars Of Oneself, Patrick L. Miller

Sophia and Philosophia

Zoe is an American woman who has found that “drawing the line and standing firm has always made me feel like a bitch, and, actually, I feel that people saw me as one too.”[3] For two years, however, she played an online role-playing game using a male character where “as a man I was liberated from all that.” She made mistakes in her unfamiliar role, but learned from them. “I got better at being firm but not rigid,” she says; “I practiced, safe from criticism.” Case is an American man, who plays a similar game but always appears as a …


A Conceptual Model For Video Games And Interactive Media, Rachel I. Clarke, Jacob Jett, Simone Sacchi, Jin Ha Lee Mar 2016

A Conceptual Model For Video Games And Interactive Media, Rachel I. Clarke, Jacob Jett, Simone Sacchi, Jin Ha Lee

School of Information Studies - Faculty Scholarship

In this paper, we describe a conceptual model for video games and interactive media. Existing conceptual models such as the Functional Requirements for Bibliographic Records (FRBR) are not adequate to represent the unique descriptive attributes, levels of variance, and relationships among video games. Previous video game-specific models tend to focus on the development of video games and their technical aspects. Our model instead attempts to reflect how users such as game players, collectors, and scholars understand video games and the relationships among them. We specifically consider use cases of gamers, with future intentions of using this conceptual model as a …


Ai Education: Birds Of A Feather, Todd W. Neller Jan 2016

Ai Education: Birds Of A Feather, Todd W. Neller

Computer Science Faculty Publications

Games are beautifully crafted microworlds that invite players to explore complex terrains that spring into existence from even simple rules. As AI educators, games can offer fun ways of teaching important concepts and techniques. Just as Martin Gardner employed games and puzzles to engage both amateurs and professionals in the pursuit of Mathematics, a well-chosen game or puzzle can provide a catalyst for AI learning and research. [excerpt]


Ingress Well-Played: City As Mmo, Elizabeth L. Lawley Jan 2016

Ingress Well-Played: City As Mmo, Elizabeth L. Lawley

Articles

This paper describes player experience for Ingress, a geo-local, mobile augmented reality game created by Google’s Niantic Labs. Ingress incorporates aspects of both pervasive, alternate reality (ARG) and massively multiplayer online (MMO) games. However, unlike many ARGs, Ingress is not focused on a specific time-limited period, or linked to a single real-world event or location. And unlike a typical MMO, play in Ingress is geo-spatially limited; players must be physically proximate to game elements in order to interact with them. Using game mechanics similar to those of many MMOs, Ingress provides for a range of gameplay, based both on …