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Articles 31 - 60 of 97
Full-Text Articles in Game Design
Go Go Ro Bo, Jordan Goodwin
Go Go Ro Bo, Jordan Goodwin
Game Design
Go Go Ro Bo is a proof of concept for a runner-like game. In the game, players move Ro Bo up and down past various obstacles throughout the mall and collect gummy rats.
Sci-Fi Deck Builder: Masters Project Development, Anna Tookey
Sci-Fi Deck Builder: Masters Project Development, Anna Tookey
Staff Scholarship - Australia & Dubai
This talk was given at the SAE Graduate Seminar. It discussed the process of reaching the final creative outcome and the steps that made it happen. The talk was geared towards master's students who are exploring how they might pursue practice-based research.
Gad178.3 2d Asset Design For Games: Part 3, Sae University College
Gad178.3 2d Asset Design For Games: Part 3, Sae University College
Exemplars
This submission acts as an exemplar for GAD178, Project 3 at SAE University College.
Gad178.3 Project 3 2d Asset Design: Creature Collection, Sae University College
Gad178.3 Project 3 2d Asset Design: Creature Collection, Sae University College
Exemplars
This submission should act as a exemplar for GAD178 Project 3 at SAE University College.
Gad178.1 2d Asset Design For Games, Sae University College
Gad178.1 2d Asset Design For Games, Sae University College
Exemplars
The submission found should be used and an exemplar for the work required of a high distinction for 2D asset design for GAD178 as SAE University College.
Gad178.2 2d Asset Design For Games: Part 2, Sae University College
Gad178.2 2d Asset Design For Games: Part 2, Sae University College
Exemplars
This submission acts as an exemplar for receiving a high distinction for GAD178 Project 2 at SAE University College
Cim316.2 Antville Example 1, Sae University College
Cim316.2 Antville Example 1, Sae University College
Exemplars
Capstone Planning documentation for a video game.
The concept of Antville is a cooperative video game dedicated to boosting
social skills and teamwork among children. Inspired by the Young Minds
Matter survey, which reveals a gap in social skills development for kids aged
4-12 (The Australian Institute of Health and Welfare, 2020), Antville will
address these social skill deficits through game mechanics informed by
scholarly research.
Great Games Need Great Leaders: From Masters To Publication, Matthew Dyet
Great Games Need Great Leaders: From Masters To Publication, Matthew Dyet
Staff Scholarship - Australia & Dubai
This talk was given to the SAE Graduate Seminar and looked at the whole process of writing the book Great Games Need Great Leaders. It covers the Masters research that informed the book, the process of interviewing experts from the games industry and other fields, and the writing of the book itself.
Illuminating Women’S Interwar Australian Ghosts Stories In A Tabletop Roleplaying Game - Methods, Processes And Aesthetics, Matthew Sparksman
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 …
A Pilot Study On The Effects Of Aesthetic In Game Play Experience And Visual Attention In Virtual Reality, Makayla Middleton
A Pilot Study On The Effects Of Aesthetic In Game Play Experience And Visual Attention In Virtual Reality, Makayla Middleton
All Theses
Video games have become very popular over the last couple of decades and the popularity is increasing year by year. Imagine a world where video games didn’t exist. Yes, the world would function as normal but we would take away the creative freedoms expressed in game play. The video game industry today has become larger than the music and film industry combined. With new technologies becoming available, the user’s game play experience continues to change.
The purpose of this thesis is to look at the growth and definitions of game play experience and see how it will change with virtual …
Razorblade Swing: Sympathy For The Dead, Game Design Document, Matthew Sparksman
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 …
Digital Place-Futures Outside A Colonial Metaversal Imaginary: Danielle Brathwaite-Shirley’S We Are Here Because Of Those That Are Not As Critical Digital Place-Craft, Luke A. Meeken
Journal of Social Theory in Art Education
In this piece, the author analyzes a recorded digital walk through Danielle Brathwaite-Shirley’s WE ARE HERE BECAUSE OF THOSE THAT ARE NOT, a digital archival place designed to contain, protect, and share the experiences of Black trans people. The author’s encounter with Brathwaite-Shirley’s work is contextualized and analyzed through critical and decolonial place lenses and digital materialist lenses. Particular attention is paid to the ways physical and digital places crafted in colonial contexts bodily habituate settler-colonial sensibilities. The author examines how the critical digital placemaking strategies practiced by Brathwaite-Shirley informed teacher and student place-craft within the context of a …
Asmrtistry In Immersive Sound: Investigating The Effectiveness Of Immersive Sound Technologies In Eliciting Autonomous Sensory Meridian Response, Scott D. Nelson
Asmrtistry In Immersive Sound: Investigating The Effectiveness Of Immersive Sound Technologies In Eliciting Autonomous Sensory Meridian Response, Scott D. Nelson
LSU Doctoral Dissertations
Despite a wide array of immersive sound technologies available to digital media creators who specialize in making audio-visual content that aims to elicit Autonomous Sensory Meridian Response (ASMR), only a few sound reproduction modalities are widely used: mono/stereo and binaural recording. To date, nearly all research studying ASMR, a bio-sensory phenomenon wherein people feel brain tingles triggered by calming audio-visual cues, has been content to carry out ASMR studies entirely with stereo and binaural sound reproduction methods. Therefore, it stands to reason that more understanding about how diverse immersive sound modalities like wave field synthesis, or three-dimensional spatial audio for …
Revelation Perth International Film Festival Academic Conference 2024, James Thompson
Revelation Perth International Film Festival Academic Conference 2024, James Thompson
Staff Scholarship - Australia & Dubai
Drawing delegates from around the country The Revelation Perth International Film Festival's Academic Conference is a truly interactive two days of intense discussion and debate on all things cinema
Revelation is Australia's only international film festival to host and encourage academic discussion alongside its screening program and we look forward to taking its discoveries to audiences around the country and world. It represents an important platform in film discussion and analysis in this country.
Taking place on Tuesday July 2nd and Weds July 3rd 2024, the Revelation Academic Conference draws local, national and international academics to discuss and analyse issues …
What Teams Need: Leading Digital Creatives, Matthew Dyet
What Teams Need: Leading Digital Creatives, Matthew Dyet
Staff Scholarship - Australia & Dubai
What Teams Need: Leading Digital Creatives was a talk at the Revelations Conference. Based on my book Great Games Need Great Leaders, this talk was focused more broadly on leadership in the creative industries due to the audience being primarily from film.
Gad213 Designing Game Systems, Sae University College
Gad213 Designing Game Systems, Sae University College
Exemplars
Exemplar of GAD213.1: game design activities and design documentation for a combat system.
Resisting The Historical And Geographical “Other”: The Role Of Expertise In Video Game Music, Tommy Dainko
Resisting The Historical And Geographical “Other”: The Role Of Expertise In Video Game Music, Tommy Dainko
Electronic Theses and Dissertations
Video games create rich, virtual worlds for players to explore. Game developers have often utilized exoticism, allowing players to experience the “Other” from the comfort of home. Music is a powerful tool to evoke Otherness and can reinforce stereotypes about the past and different cultures. This thesis looks at recent games where developers have collaborated with expert musicians either from the culture depicted or with expertise in historical performance practices. I document two purposes these collaborations can serve. First, the use of expert musicians creates a veneer of authenticity allowing developers to market the games as “authentic” experiences. Second, these …
Cards With Class: Formalizing A Simplified Collectible Card Game, Dan Ha
Cards With Class: Formalizing A Simplified Collectible Card Game, Dan Ha
University Honors Theses
Collectible card games (CCGs) have been a wildly popular game genre since the release of Wizards of the Coast's Magic: The Gathering. These games revolve around their thousands of cards and the hundreds of thousands of interactions they can create with their many effects. For designers, it is an incredibly demanding task to ensure that every single card works properly and that each card's text unambiguously conveys its intended behavior in all cases. The task only grows more difficult over time as the number of cards in the game grows and card effects become more complex or experimental. If the …
The Robot On The Hill, James Ryan
The Robot On The Hill, James Ryan
College of Computing and Digital Media Dissertations
“The Robot on the Hill” is a rogue-like autobattler that procedurally models the state of the individual in the information age. The game abruptly transitions between diverse framings - a hill, a bedroom, a pond, a chessboard, the void - in order to highlight the disjointedness that is present in the informationalizing of self and reality. It dialogues with Byung Chul Han and Heidegger to portray what Han describes as a ‘narrative crisis’ in modernity and the devaluation of experience. When the value of experience diminishes and disintegrates, “all that is left is bare life, a kind of survival.” …
Machines Of The Absurd: Leveraging Generative Ai For Creativity, Humor, And Playfulness, Tyler Sanders
Machines Of The Absurd: Leveraging Generative Ai For Creativity, Humor, And Playfulness, Tyler Sanders
College of Computing and Digital Media Dissertations
Machines of The Absurd is a collection of four projects exploring how generative AI can be leveraged for creativity, humor and playfulness.
1. neverOS — A node-based visual playground for interacting with large language models.
2. Other Calc — An iOS app with a calculator interface, where players can “calculate” text instead of numbers.
3. What Must Burn — An experiment where players type in text that can be dragged into a campfire to produce contextually appropriate sound effects.
4. Jazz vs Waffles — A turn-based comedy game, where players battle anything they type in.
Together, these projects make the …
Do You Know Where Your Games Come From? Artificial Intelligence And Game Development, Andrew Begemann
Do You Know Where Your Games Come From? Artificial Intelligence And Game Development, Andrew Begemann
International Journal of Emerging and Disruptive Innovation in Education : VISIONARIUM
ABSTRACT
This paper was written to explore the possible effects of artificial intelligence being implemented in the design pipeline of video game development. In it, we will explore a history of artificial intelligence, from its early imaginings in books and philosophy, to its current iterations, such as ChatGPT and other popular engines like Midjourney and Stable diffusion. We will also discuss steps in game development so as to understand where the potential implementations of artificial intelligence can, will, or does occur. Following those explanations, we will explore the three methodologies of Marxism, Psychoanalysis, and Cultural Studies as ways of examining …
Snapbot - The Enhanced Physical Play, Morong Li
Snapbot - The Enhanced Physical Play, Morong Li
Masters Theses
Snapbot is a building toy set. It investigates the integration of physical and digital mediums within the realm of play, addressing the dominance of video games in children’s entertainment. By merging Morong’s interests in toys, design, and psychology, this project aims to balance different play mediums to offer combined benefits without diminishing each one’s value.
To address screen time’s dominance, I developed a toy concept for 11- to 13-year-olds that merges physical and digital play. This concept allows for the physical construction of robotic toys that, when transferred to a digital environment, come alive and tackle digital challenges. In this …
Latin In Video Game Music: The Persisting Importance Of Classics In Video Gaming, Sophie Cassarino
Latin In Video Game Music: The Persisting Importance Of Classics In Video Gaming, Sophie Cassarino
College Honors Program
Video games have grown in popularity and relevance in global significance since the mid 1980’s, proliferating into a cosmopolitan art medium occupied by European, American, and Japanese companies exchanging and navigating their cultural differences. Within this globalized art form, elements of Greco-Roman society have become prevalent. Many facets of Classics can be found in games, including historic figures, ancient texts, and allusions to Roman society. The Latin language in particular is commonly found in video game music in a variety of game genres. This paper discusses the use of the Latin language in video game soundtracks in order to understand …
間, Lele Dai
間, Lele Dai
Theses and Dissertations
LeLe Dai makes contingent participatory public interventions using sensory materials such as sound, flickering light, and water. This paper examines their works through the lens of Chinese character Jian (間), meaning “gap/slit/incision,” to investigate the concept of “in-betweenness.”
Heroines From An Ancient World, Danni Liang
Heroines From An Ancient World, Danni Liang
Art Theses and Dissertations
A female warrior wearing different historical armor will fight against each other for territory. Ultimately, it will be presented in Unreal Engine 5 through a fusion of animation, special effects, and armor themes.
I will conduct historical research on armor in its early stages, including its structure and essential components. Then, I will choose a particular armor set from that era for production. I will study the fighting movements of different warriors and make them into animations accompanied by historical background stories.
Create three special effects, namely thunder, fire, and ice, and integrate these elements into the animation to present …
Cultural Immersion In Gaming: Ethiopian Influences In Horizon Forbidden West, Henoch Tilahun
Cultural Immersion In Gaming: Ethiopian Influences In Horizon Forbidden West, Henoch Tilahun
ART 108: Introduction to Games Studies
This paper examines the immersive incorporation of Ethiopian culture in the video game "Horizon Forbidden West," focusing on visual, narrative, and thematic themes. It explains how the game represents Ethiopian legacy and custom by examining architectural design, landscape portrayal, mythological integration, and character representation. The paper uses different academic works and gaming articles and emphasizes the game's ability to inspire empathy, curiosity, and enthusiasm for cultural diversity, as well as cross-cultural appreciation and understanding. It also investigates the importance of ethical and responsible game production approaches in ensuring accurate cultural portrayal. Finally, this paper examines the transformative power of cultural …
Scientific Frontiers In Game Studies, Prthvi Kapilavai
Scientific Frontiers In Game Studies, Prthvi Kapilavai
ART 108: Introduction to Games Studies
Video game studies as a dynamic field has benefited from this synthesis of the scientific method and critical theories that, together, enrich our understanding of video games as both technological artifacts and cultural products.(Girina and Jung, 2019). More than a mere shadow-boxing between disciplinary echo chambers, this kind of integration enriches our understanding of video game form and experience while projecting a more informed path forward into game design and game scholarship. It demonstrates how findings from psychology and cognitive science describe or explain video games’ enticement or their potential for learning, and how theories of media from the humanities …
An Exploration Of Procedural Methods In Game Level Design, Hector Salinas
An Exploration Of Procedural Methods In Game Level Design, Hector Salinas
Computer Science and Computer Engineering Undergraduate Honors Theses
Video games offer players immersive experiences within intricately crafted worlds, and the integration of procedural methods in game level designs extends this potential by introducing dynamic, algorithmically generated content that could stand on par with handcrafted environments. This research highlights the potential to provide players with engaging experiences through procedural level generation, while potentially reducing development time for game developers.
Through a focused exploration on two-dimensional cave generation techniques, this paper aims to provide efficient solutions tailored to this specific environment. This exploration encompasses several procedural generation methods, including Midpoint Displacement, Random Walk, Cellular Automata, Perlin Worms, and Binary Space …
Copyright & Modding In The Modern Gamespace, Josephine Railston
Copyright & Modding In The Modern Gamespace, Josephine Railston
Student Scholar Symposium Abstracts and Posters
In the modern gamespace, modding has become an excellent opportunity for video game enthusiasts to express their creativity and love for a game; but what happens when that passion is stifled by a major company? My poster presentation will examine the ethics behind modding and ROM hacking, from both the perspectives of major video game corporations as well as their fanbase at large. We will analyze this issue using the case study of Pokémon Prism, a Pokémon Crystal ROM hack, which was canceled days prior to its release following a cease and desist by Nintendo. More specifically, we will investigate …
Consequences Of A Dream: Interactivity And Agency Of The Reader/Player In Alice's Adventures In Wonderland And Undertale, Nicholas DáVila
Consequences Of A Dream: Interactivity And Agency Of The Reader/Player In Alice's Adventures In Wonderland And Undertale, Nicholas DáVila
Theses, Dissertations and Culminating Projects
In this thesis, I analyze Toby Fox’s 2015 roleplaying game Undertale alongside Lewis Carroll’s 1865 children’s novel Alice’s Adventures in Wonderland. My reason for doing so is to investigate the narrative structures of the two stories, how they use metanarrative, and their use of game as a narrative tool in order to showcase the narrative lineage video games like Undertale share with Wonderland. Through this investigation I wish to show that the use of games and play as a vessel for or a part of narrative structure do not exclude works like video games from posing interesting questions and challenges …