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Articles 1 - 24 of 24
Full-Text Articles in Game Design
Queerness Through The Lens Of Abjection, Games, And Ai, Ryan Nguyen
Queerness Through The Lens Of Abjection, Games, And Ai, Ryan Nguyen
HMC Senior Theses
I have always understood queerness in relation to the heteronormative standards that our modern society imposes. That is, despite being queer, my own perception of my identity has been that it is abject. The abject is what disturbs identity, system, order, and what does not respect borders, positions, and rules. I have been indoctrinated to believe that queerness is a disturbance to the current system, that it is unnatural and repulsive. However, there is value in abjection. When faced with a primal repulsion, the boundaries between the Self and the Other are confronted and begin to break down. By breaking …
Pixels Of Passion: The Revolutionary Impact Of Indie Games, Sharanya Udupa
Pixels Of Passion: The Revolutionary Impact Of Indie Games, Sharanya Udupa
ART 108: Introduction to Games Studies
In the dynamic world of video game development, a powerful revolution has been quietly transforming how interactive experiences are created. Independent game developers, or "indie" game creators, have emerged as innovative storytellers and design pioneers, challenging traditional gaming paradigms and offering players unique, personal experiences that transcend mainstream entertainment.
Unlike mainstream games developed by large corporations with multi-million dollar budgets, indie games are typically created by small teams or even individual developers driven by artistic vision rather than pure commercial interests. These creators prioritize innovative gameplay mechanics, compelling narratives, and unique aesthetic experiences over conventional market formulas. Platforms like Steam …
Ani219 Project 2 Example 1, Sae University College
Ani219 Project 2 Example 1, Sae University College
Exemplars
ANI219 Project 2 34T3 student submission.
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 …
Emergent Narrative In Tabletop Role-Playing Games: An Application Of Concepts, Padraig Mumper
Emergent Narrative In Tabletop Role-Playing Games: An Application Of Concepts, Padraig Mumper
Honors Projects
This project examines tabletop role-playing games using concepts from narratology and ludology including emergent narrative and Roger Caillois’ categories of games by applying these concepts in the creation of an adventure zine for the game MÖRK BORG. The existing literature on emergent narrative primarily focuses on video games and Avant Garde texts but tabletop role-playing games provide a novel opportunity to explore emergent narrative in new ways. The dynamic of a collaborative game with multiple players and a gamemaster provides additional challenges for designers due to variance in interpretation of the game events and the lack of a digital program …
Shipwrecked Spaceship With Undersea Overgrowth And Dynamic Weather System, Konstantine Soldatos
Shipwrecked Spaceship With Undersea Overgrowth And Dynamic Weather System, Konstantine Soldatos
Art Theses and Dissertations
This artifact depicts an underwater overgrowth scene featuring coral, barnacles, sea urchins, and various sea-life enveloping the iconic Slave-1 ship from Star Wars. The ship exhibits visible damage to its hull and substructures, resulting from missile impacts and prolonged decay subsequent to a crash landing in the ocean. Consequently, remnants of destroyed substructures are interspersed with coral growth, transforming the ship into an artificial reef. The artifact comprises four distinct scenes: an initial pristine underwater environment teeming with flourishing kelp, vibrant sea life, and animated corals; a subsequent chaotic scene depicting a vortex that evacuates the water from the environment; …
Eco-Interoception: What Plants, Fungi And Protista Have Taught My Body, Sara Riley Dotterer
Eco-Interoception: What Plants, Fungi And Protista Have Taught My Body, Sara Riley Dotterer
Art Theses and Dissertations
To me, ecology is the relational, full-body awareness that I am made up of and deeply connected to everything around me; and for better or worse, this is reciprocal. I form ecotones, an ecological transitional zone between two ecosystems, with the world around me. I use this ecotonal lens to blur binaries and dissolve boundaries between me and the world “outside my body.” During my Masters of Fine Arts at Southern Methodist University, I have continuously explored and represented the lives of various more-than-human species outside of my body, including plants, fungi and protista through an ecotonal lens. Although these …
Designing And Creating A Prototype Board Game, Kurtis Woodward
Designing And Creating A Prototype Board Game, Kurtis Woodward
Undergraduate Honors Theses
Abstract
The goal of this project was to create a fantasy style board game prototype that is playable and enjoyable for people new to fantasy tabletop gaming. I assembled a group of 4-5 regular tabletop board game players to play test the game as well as a second group of 4-5 family members and friends to play test who aren't regular board game players. We began with a general base game that evolved with each playtest from feedback given by the playtesters. After about 18-20 play tests, I settled on game mechanics and moved on to creating the assets of …
Artistic Representation And Self Esteem, Brianna Davis
Artistic Representation And Self Esteem, Brianna Davis
Honors College Theses
Dependent upon the constructs of the perception of self and the viewpoint of others, humans base the value of their self esteem on outer perspectives rather than internal ones. For this thesis in particular, the outer perspective to be examined is representation in the field of the arts. This thesis project explores the process of self esteem, artistic representation in the arts, how one affects the other, a history of the correlation between the two, and ways to inform and educate the masses with the tools necessary to advance representation in the arts thus raising the self esteem of its …
Internet Art: An Interactive Timeline Resource, Laurel Vaccaro
Internet Art: An Interactive Timeline Resource, Laurel Vaccaro
Masters Theses, 2020-current
Link to Interactive Timeline Resource (ITR): https://sites.google.com/view/itr-internet-art/home
The purpose of this study was to first collect and summarize the history of internet art from its inception to current day and, second, to create an interactive timeline resource (ITR) designed for K-12 art application. Current approaches to internet art include recommendations that students engage with social media in the K-12 setting, yet gaps in the literature have neglected to address the actual history of internet art as a feature of a student’s K-12 art experiences. Initial research started from a preliminary hypothesis that highlighted the irony of students using the internet …
Entities: A Field Of Imaginary Games, Thrasyvoulos Ioannis Kalaitzidis
Entities: A Field Of Imaginary Games, Thrasyvoulos Ioannis Kalaitzidis
LSU Master's Theses
With this body of work, I am looking for visual symbols that help communicate unuttered meanings through storytelling and stimulate an affectual response to the viewer. This exploration is presented in two different forms: a surreal sculptural installation and a board game. The installation consists of large-scale sculptures made from light and soft materials (polyurethane foam, plastic waste, paper) that are available to move inside the gallery, while the board game is presented as a set of 3D prints with instructions on how the participants can play it. The materials used in the installation suggest a way to transform waste …
It's All Fun And—: A Rhetorical Analysis Of Space In The Pandemic., Erica Von Proctor Lewis
It's All Fun And—: A Rhetorical Analysis Of Space In The Pandemic., Erica Von Proctor Lewis
Electronic Theses and Dissertations
This exhibition and document explore spatial rhetoric during the pandemic, utilizing materiality and relational aesthetics to reflect on the different ways in which the public and private are made distinct from one another. In doing so, Lewis addresses new cultural navigations of shared spaces, both digital and corporeal, public and private. In addition, the artist also examines the faulty social and institutional systems that the pandemic brought to light, such as socioeconomic dynamics and voter suppression, while utilizing Kenneth Burke’s concept of the terministic screen. Games are a central theme throughout the exhibition, as they are often coded as “home” …
Fractured Sky: A Procedurally-Generated Tactical Role-Playing Game, Booker Martin
Fractured Sky: A Procedurally-Generated Tactical Role-Playing Game, Booker Martin
Honors Thesis
Relevant Links:
Game Website: https://fracturedsky.ml
Project Repository: https://github.com/Booker-M/Capstone
Project Description:
Fractured Sky is a tactical role-playing game with a story that hinges on the balance between making moral decisions and pursuing power. This game will be one of the first of its kind to feature fully procedurally-generated levels in which every component of the level can be interacted with by the player.
Each level will be procedurally-generated and, thus, entirely unique and never experienced before by any player. Because each tile and object is placed through procedural-generation, it can act as its own entity independently of the surrounding tiles. As …
3d Game Spaces, Liam Back
3d Game Spaces, Liam Back
Art & Art History Student Scholarship
Liam Back ’24
Faculty Mentor: Professor James Janecek, Art and Art History
The creation of virtual Game Pieces that become active players in an invented architectural game space. Every part of the presentation was sculpted, painted and illuminated in 3D software.
3d Game Spaces, Caylynn Maldonado
3d Game Spaces, Caylynn Maldonado
Art & Art History Student Scholarship
Caylynn Maldonado ’22
Faculty Mentor: Professor James Janecek, Art and Art History
The creation of virtual Game Pieces that become active players in an invented architectural game space. Every part of the presentation was sculpted, painted and illuminated in 3D software.
The Art Of The Climbing Wall, Gavin P. Day
The Art Of The Climbing Wall, Gavin P. Day
Undergraduate Honors Theses
The aim of my thesis is to share the intricacies of climbing wall design, and the building blocks of art, science, and philosophy that go into the work. I will also be detailing my journey of learning through mentorship, trial and error, and my own experience with climbing. All of this culminates in a redesign of the current climbing wall at ETSU’s Basler Center for Physical Activity. While there is limited information on climbing wall design theory, insight is given through industry standards, competition regulations, and interdisciplinary design philosophies
Abandoned Spaces, Anthony Tate
Abandoned Spaces, Anthony Tate
College of Computing and Digital Media Dissertations
The goal of this project is to show how color can display an emotional connection to the environment. How colors can be portrayed to human emotions without telling the audience. As well as having the audience imagining what kind of economy that used to be in the environment. The objective is to create a game that will tell a story from the environment and how colors are used to help tell a story of the environment. This thesis project is a game that attempts to show how colors can be related to emotions.
Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten, Niels Quinten
Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten, Niels Quinten
CLCWeb: Comparative Literature and Culture
In their article "Perspectives on Video Games as Art" Jeroen Bourgonjon, Geert Vndermeersche, Kris Rutten and Niels Quinten engage in discussing whether or not video games can be considered a form of art. Although this question has already been discussed elaborately, the debate is guided by many different and often conflicting positions. The aim of this article is to revisit this debate by mapping out a range of perspectives on video games as art. The authors explore the relation between games and different definitions and functions of art, different motives of artists, and the potential impact of the arts. The …
Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour
Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour
Masters Theses, 2010-2019
Video games create the feeling of great achievement and place the player into a role that turns them into a great hero. These experiences feel significant because they require great time and emotional investment. The monumentality of these experiences, however, are at odds with the transience of the electrical virtual worlds. The medium of oil painting helps overcome the sense of transience because of oil painting’s durable permanent way of image making and stillness. Painting’s inherent nod to history also creates a dissonance between the newness of the video game medium and the antiquity of painting, a contrast exacerbated by …
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
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.
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
Oglethorpe Journal of Undergraduate Research
In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an …
A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky
A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky
CMC Senior Theses
Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past …
Press Start: Video Games In An Art Museum, Georgina Goodlander, Michael Mansfield
Press Start: Video Games In An Art Museum, Georgina Goodlander, Michael Mansfield
Journal of Interactive Humanities
Art museums can be complex, confounding, boring, exciting, absurd, and breathtaking. They can be sad, enlightening, hurtful, alive, dead, mainstream and avant-garde. They can, at once, be all of these things. Or they can be any one of these things separately. Museums can be more. Art museums might provide a place for contemplation, a place for social commentary, a place for political discourse, a place for lunch. They can identify us, deconstruct us, or illuminate our experiences for everyone. They can be an index for the health and vibrancy of our culture and our time. The Smithsonian American Art Museum …
Women And Video Games: Pigeonholing The Past, Allison Perry
Women And Video Games: Pigeonholing The Past, Allison Perry
Scripps Senior Theses
Academic work dealing with the overlap between video games and female representation is limited in both volume and proper research. Most texts agree on three supposed flaws with video games: they alienate female participants, there are no games for female players, and female players cannot relate to female characters. This thesis sheds light on these points, not only citing specific counter-examples, but also showing how many of these issues reflect on a larger societal problems.