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Articles 61 - 90 of 615
Full-Text Articles in Game Design
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 …
Managing Graphical Fidelity With Stylized Shaders For Independent Game Development, Benjamin A. Edens
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
“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 …
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 …
The Transformative Impact Of User-Created Mods Within Fallout: New Vegas, Tanner Webb
The Transformative Impact Of User-Created Mods Within Fallout: New Vegas, Tanner Webb
Theses
Video game modding is one of the fastest growing trends in the gaming industry and it is changing how players interact with games. Review of current literature and research shows that these modders are an integral part of the gaming market. Using the principles of participatory culture and digital aesthetics, this research investigates how modding practices serve as both a form of creative expression and an inspiration for technological innovation within the video game industry. Video game modifications serve as catalysts for creative expression, foster the development of innovative user communities, prolong the life of game titles, cultivate a pool …
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 …
Creative Ties: Using Design To Build Connections And Reduce Loneliness, Madelyn Arnold
Creative Ties: Using Design To Build Connections And Reduce Loneliness, Madelyn Arnold
Honors Projects
While loneliness is a universal infliction, there are specific demographics that are disproportionately affected by this experience. The older adult population is at a much higher risk of experiencing feelings of loneliness and the negative health risks that come from extended periods of isolation. The severity of loneliness within the older adult population cannot be overstated. Art therapy techniques have been studied as a potential tool to reduce these feelings and side effects in this vulnerable population.
Moved by the profound effects and high rates of loneliness for older adults, this project seeks to create a tool to alleviate these …
Drag Attack, Chase Jones
Drag Attack, Chase Jones
College of Computing and Digital Media Dissertations
Drag Attack is a single-player beat 'em up game built for PC. Players take on the role of Chicago drag artist Molly Jolly Christmas, as she fights to stop the evil president Billy the Bigot from passing HB69, a bill that will ban drag once and for all. With mechanics inspired by classic games in the genre, and the addition of drag-inspired actions like purse smacking and gown spinning, the game provides a cathartic outlet for queer gamers who are ready to fight back against hateful rhetoric and legislature. Enemies are based on proponents of anti-drag legislation, such as conservative-leaning …
Pint-Sized Advisories, Bowman Eggleston, Autumn Carey
Pint-Sized Advisories, Bowman Eggleston, Autumn Carey
Undergraduate Research Symposium
Pint-Sized Advisories is a game inspired by Nintendo's WarioWare series made for the ODU Serious Games Jam of Spring 2025, where it won 2nd place out of 11 entries overall, winning first in the "Fun Factor" category, while tying for first in "Rhetoric" and "Theme". The game covers themes of environmental friendliness on an individual level: within the story, an organization is making "micro-PSAs" to hold the attention spans of teenagers. The player is required to complete each PSA (some task) before the viewer swipes away. These PSAs start short and only get shorter as the game progresses, requiring the …
Effective Guidance Using Natural And Unnatural Framing, Bowen Dong
Effective Guidance Using Natural And Unnatural Framing, Bowen Dong
Level Design Theses and Dissertations
This thesis investigates the impact of six types of framing—Natural, Unnatural, Implied, Implicit, Mixed, and Lighting / Color Contrast Framing—on guiding player navigation in video games. It further examines how additional design elements, such as chokepoints and breadcrumbing, interact with these different types of framing to enhance directional cues across both indoor and outdoor settings. Utilizing the Dying Light Editor: Chrome Engine, the researcher developed a custom single-player level in which these framing methods were implemented and evaluated. Through testing and analysis we can determine the best practices for utilizing the framing techniques.
Best Practices: Spatial Valence Theory To Encourage Exploration, Boheng Wang
Best Practices: Spatial Valence Theory To Encourage Exploration, Boheng Wang
Level Design Theses and Dissertations
This research explores the combination of valence levels for various elements within a game environment and how these levels, when combined with the visibility of the elements, contribute to the concept of spatial valence. The study applies this theory to a level artifact, examining how spatial valence can guide player navigation within the level. This thesis provides future level designers with a more holistic view of guiding the player within the level by refining the valence theory.
Predicting Subversion Impact In A Narratively Driven Quest, Jon Jon D. Matarangas
Predicting Subversion Impact In A Narratively Driven Quest, Jon Jon D. Matarangas
Level Design Theses and Dissertations
This thesis aimed to develop a methodology which can be used to quantify a narrative subversion’s memorability. The researcher formulated seven unique subversion categories: Action, Environment, Narrative, Betrayal, Genre, Stereotype and Pattern. The researcher created a single player video game level in Fallout 4. The researcher developed a quest incorporating seven subversions (two Action, two Environment, two Narrative, and one Betrayal). To evaluate each subversion, the researcher created a “subversion memorability” formula using four key variables (Impact, Severity, Time, and Number of Prior Subversions). The researcher then plotted the subversion memorability values on a line graph to examine whether …
Best Practices For Spatial Composition For A Pacing Curve In Combat Design, Alan Lemerande
Best Practices For Spatial Composition For A Pacing Curve In Combat Design, Alan Lemerande
Level Design Theses and Dissertations
This thesis explores the best practices for adjusting the level of pacing experienced by players within video games using terminology defined by Mark Davies: threat, tension, tempo, and movement impetus. Using the Dying Light editor, the researcher created a single-player video game level in which pacing was developed following a curve. The goal of creating this level was to demonstrate the success and proper implementation of the best practices identified through research.
Using Implied Spaces To Influence Combat Engagement, Sisi Li
Using Implied Spaces To Influence Combat Engagement, Sisi Li
Level Design Theses and Dissertations
This thesis investigates how implied spaces in level design influence combat engagement. The researcher hypothesized that players prefer areas with more implied space types over areas with less or no implied space types. More implied space types create more opportunities for varied tactical choices and dynamic combat. To test this hypothesis, the researcher created a custom arena level in Half-Life 2. The level is divided into four distinct zones, each designed with a different combination of implied space types. The researcher conducted playtest sessions to analyze playtesters’ perception of implied spaces and those spaces’ impact on combat encounters.
Using Object Density To Modulate Tension Responses, Yidi Edith Wang
Using Object Density To Modulate Tension Responses, Yidi Edith Wang
Level Design Theses and Dissertations
This thesis investigates the connection between object density and player tension in video games. Expanding on Canny Yuan’s work, “Using Spatial Composition to Influence Player Tension”, the researcher introduced a quantitative approach to measuring room density and posits that increased navigable space can lower player tension. To test this hypothesis, the researcher developed a custom single-player level, “Veylmoor”, in The Elder Scrolls V: Skyrim. The level is composed of rooms with systematically varied spatial layouts and navigable areas, allowing for controlled analysis of spatial density. The researcher quantified room density using four methodologies implemented through custom C# scripts. The …
Sounds Of The World: Guiding And Motivating Players Through Sound Valences, Kirk Baltzell
Sounds Of The World: Guiding And Motivating Players Through Sound Valences, Kirk Baltzell
Level Design Theses and Dissertations
The purpose of this research is to integrate sound design techniques and practices into the larger level and game design process to provide greater support and motivations for players. The researcher created a custom single-player level in The Elder Scrolls V: Skyrim that tasks the player with navigating an enchanted castle, relying on sound valences to guide their path. The researcher gathered data on the implemented sound valences by observing testers’ playtests, the navigational choices the testers made throughout the level, and the connotations of the sound valences themselves.
Using Generative Ai To Procedurally Populate Assets In An Ascii Level, Tianxing Jiang
Using Generative Ai To Procedurally Populate Assets In An Ascii Level, Tianxing Jiang
Level Design Theses and Dissertations
This study focuses on how to make use of generative AI in game level development by procedurally populating assets at a code-based level in a video game. The researcher aims to enhance developers’ efficiency in aesthetic milestone by adapting a pipeline in which generative AI handles decoration process that has less impact on gameplay. Consequently, the researcher creates a pipeline outlining the best practices for conducting the pipeline using generative AI. The researcher constructed a game level in Left 4 Dead 2 to explore the effectiveness of this pipeline. Testers play the level and provided feedback regarding their experiences, especially …
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 …
Best Practices: Reusing Space To Enhance Narrative Immersion, Yuning Yang
Best Practices: Reusing Space To Enhance Narrative Immersion, Yuning Yang
Level Design Theses and Dissertations
This research explores the relationship between traditional storytelling techniques and the reuse of space and attempts to evaluate the relationship’s effectiveness in enhancing the player’s immersion in both narrative and gameplay. The researcher investigates various concepts, such as mental mapping, spaced learning, and thematic affordances, to understand how players remember previously visited spaces. Based on these practices, the researcher built a custom single-player level in Dying Light, where players assist a trapped non-player character (NPC) in searching for his coworkers. As players complete objectives, they simultaneously familiarize themselves with the environment and revisit spaces guided by narrative signifiers. To assess …
Implementing Defamiliarization Techniques To Enhance Quest-Based Storytelling, Yi Zhong
Implementing Defamiliarization Techniques To Enhance Quest-Based Storytelling, Yi Zhong
Level Design Theses and Dissertations
Defamiliarization is a technique originating from literary theory that can be used to subvert player expectations and create novel and thought-provoking experiences. This thesis explores how players react to defamiliarization and how defamiliarization enhances players’ narrative experiences. The researcher designed two levels in Fallout 4. One level contained no unusual or unexpected elements, serving as a baseline, while the other level built on the same structure as the first level, but incorporated five selected defamiliarization techniques. By analysing player reactions and feedback, the researcher gained insights into how game designers can effectively leverage defamiliarization to craft more engaging and …
Composition Strategies To Motivate Player Exploration, Wilbur Wang
Composition Strategies To Motivate Player Exploration, Wilbur Wang
Level Design Theses and Dissertations
This thesis examines the impact of different composition techniques on player exploration motivation in open-world games. The Researcher forms assumptions regarding good composition strategies, then utilizes the suggested best practices in a composition-focused level in Metro Exodus using Exodus SDK and validates this hypothesis through analysis of playtest results.
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 …
Best Practices: A Framework For Modulating Melee And Ranged Combat Styles, Aidi Hu
Best Practices: A Framework For Modulating Melee And Ranged Combat Styles, Aidi Hu
Level Design Theses and Dissertations
This thesis investigates the impact of video game environmental design, resource abundance, and fault tolerance on players' in-game combat styles between melee and ranged. The researcher integrates all three aspects into a single-player level, "Dam Escape," built using Dying Light Developer Tools, to collect quantitative and qualitative player behavior data. By aligning predicted outcomes with actual gameplay data, this research seeks to refine actionable insights for balancing player agency with intentional level design. The results, derived from regression analysis and iterative calibration, will be presented in the data and conclusions.
An Exploration Into Liminal Spaces And Their Effects On Player Tension, Zane Herrera
An Exploration Into Liminal Spaces And Their Effects On Player Tension, Zane Herrera
Level Design Theses and Dissertations
This thesis explores how liminal spaces can be used in video games by analyzing their design and impact on player tension. How can designers create transitional or ambiguous environments that contribute to a sense of unease, anticipation, and tension? What are some of the common design elements that help build an effective liminal space, which the researcher calls distortions, and how do those distortions affect player tension? The researcher created a series of levels that explore the different elements of liminal spaces to test how they affect player tension while playing the level.