1,288,759 research outputs found
Automated Game Design Learning
While general game playing is an active field of research, the learning of
game design has tended to be either a secondary goal of such research or it has
been solely the domain of humans. We propose a field of research, Automated
Game Design Learning (AGDL), with the direct purpose of learning game designs
directly through interaction with games in the mode that most people experience
games: via play. We detail existing work that touches the edges of this field,
describe current successful projects in AGDL and the theoretical foundations
that enable them, point to promising applications enabled by AGDL, and discuss
next steps for this exciting area of study. The key moves of AGDL are to use
game programs as the ultimate source of truth about their own design, and to
make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201
Bridging the gap: building better tools for game development
The following thesis is about questioning how we design game making tools, and how developers may build easier tools to use. It is about the highlighting the inadequacies of current game making programs as well as introducing Goal-Oriented Design as a possible solution. It is also about the processes of digital product development, and reflecting on the necessity for both design and development methods to work cohesively for meaningful results. Interaction Design is in essence the abstracting of key relations that matter to the contextual environment. The result of attempting to tie the Interaction Design principles, Game Design issues together with Software Development practices has led to the production of the User-Centred game engine, PlayBoard
BrainBasher: a BCI Game
Brain-computer interaction (BCI) is starting to focus on healthy subjects. This research adresses the effects of using this novel input modality to control a simple game, and also looks into the beneficial effects of bringing game elements into BCI experiments. A simple BCI game has been developed and evaluated with fifteen subjects using the Game Experience Questionnaire (GEQ) developed at the Eindhoven Game Experience Lab. Three variations of the game were evaluated for comparison: the original game with BCI input, one with keyboard input, and one with a more clinical look leaving out all extraneous information. The keyboard-controlled game was considered easy and boring, whereas using BCI for input resulted in a more challenging, immersive and richer experience. The design and additional information presented by the game also resulted in higher immersion compared to the clinical design
The role of game rules in architectural design environments
'Experimenting' and 'observing' are crucial actions in architectural design thinking. They rely heavily on the representation environment used (e.g. sketching, scale models, sketch tools, CAD tools, etc.) and the 'game rules' at play in these environments. In this brief paper, we study the role of this representation environment in the overall architectural design thinking process. From this brief study, we indicate two design and implementation approaches to implement and design with such game rules in virtual design environments
Digital Game Prototyping Using Board Game/Table Top as it’s Mock Up Case Study: Taman Putroe Phang Game Project
Many of the games with the Indonesian culture adaptations has been developed nowadays. Some of them
are made for commercial markets and the other still developed as portfolio and also academic purposes. Some
games, already had great gameplay and also had some beautifully digitalized artwork. However, in academic level
games projects such as communications designs student’s final projects games prototyping, they often show many
errors in the process, especially at gameplay and asset’s development. This circumstances happened because they
(the students) lack of the knowledge about how to make a good gameplay based on narrations and always concern
about how to designing the visual contents than make it have a great game. With the qualitative research methods by
analyzing a games’ project called Taman Putroe Phang, a game project which adapting the Aceh’s Kingdom
Romance History. Using game development theory and game design theories, this research wants to explain about
how the game developed using board game/ tabletop prototyping before go to the digitalized final game design. The
research purpose is to give a perspective and helps the beginner game designer to make a success game prototype
using the table top mock up at the process, that shown in game’s prototype.
Keyword: Games, Games’ mock up, table top game, board game, Aceh’s Kingdom Histor
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