265 research outputs found
The Creative Enterprise Initiative: developing an infrastructure for creative entrepreneurship
A clear link exists between creativity and entrepreneurship. Creative students are taught to think laterally. Indeed, 42% of creative graduates will undertake some form of self employment within five years of graduating (Blackwell and Harvey, 1999), with a high number working in small and micro companies where flexibility and change are common to business development.
The Creative Enterprise Initiative (CEI) at the University College for the Creative Arts at Canterbury, Epsom, Farnham, Maidstone and Rochester was developed in 2002 to implement an infrastructure for entrepreneurship relating specifically to business start-up and sustainability for creative businesses. Creative businesses include: advertising, the arts, crafts, design, fashion, digital media, film and video, games design, graphic communication, music and performing arts. The CEI has helped over 600 creative entrepreneurs in the South East gain knowledge through specialist workshop events, networking, mentoring, short courses, one-to-one advice and competitions. It has also contributed to publications, developed sector research and undertaken a specialist sector conference. The CEI has received funding through the Higher Education Innovation Fund, the European Social Fund, the Arts Council of England South East and Surrey County Council
Design and development of an educational game about logic circuits and computer architecture. ANDORNOT
Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2018/2019The following document constitutes the Final Degree Project’s Technical
Report of the Video Games Design and Development degree carried out by
the University Jaume I. The objective of the project is to provide to future
Design and Development of Video Games students a gamified experience in
the process of learning Computer Architecture.
The game has been developed with the game engine Unity 3D[1], custom
art and non-copyrighted music
Development of a metroidvania centered around combat and movement
Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2022/2023This document presents the Final Degree Work project of Álvaro López Ortiz in Video
Games Design and Development.
The project consists of a video game about a city destroyed by evil corporations.
The player will control Taffy, a part human part cyborg girl who will traverse this city,
defeating enemies and final bosses in order to bring down all the evil corporations. This
will be represented in a 2D environment with action mechanics and pixel art style
Videogame Design and Writing of a Complete Project
Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2021/2022This document presents the final report for the Video Games Design and Development
Degree Final Project by Jesús Otero Benítez. It describes the development and design path of a third-person exploration and action videogame with the provisional title
"Walker". It is an exercise that aims to explore in depth what it means to carry out design and worldbuilding work. A performance that seeks to awaken the player’s curiosity
and interest in the game
Gamedec. UKW in IGDA Curriculum Framework
Launched in October 2013, GAMEDEC: game studies Design is a specialisation track within the 2nd Gen Humanities (aka Humanities 2.0) 3-year BA programme at Kazimierz Wielki University (UKW) in Bydgoszcz, Poland. The curriculum was created by UKW academic staff with game design experience, guided by the IGDA 2008 Framework and consulted with game dev professionals. It underwent slight modifications in 2014 and a significant transformation in 2015. This paper aims at a thorough analysis of the structure of the curriculum as seen through the lens of the IGDA Framework (2008), including the coverage of both Core Topics and Institutional Considerations. The analysis is conducted in the context of foreign (mostly U.S.- based) game degrees and supported with comments on its design, implementation and modifications
K-Punch! Implementation of music and its rhythm in order to improve players’ coordination, reflexes and focus skills
Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2022/2023This document contains the report of the Video Games Design and Development Degree’s
Final Project developed by Jorge Trens Roda. The idea of this project was born due
to the student’s love for rhythm games and listening to his favourite songs on repeat.
The desire of playing them and not being able to find any existent game that has them
available came together to create this project. “K-Punch” is a rhythm game where the
player has to click the proper button on beat in order to hit a training dummy that will
give them points
Convolutional neural networks. Can They help us solve pathplanning efficiently?
Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2020/2021This document presents the project report of the Video Games Design and Development
Degree Final project by Jesús Villar Méndez. It consists on an HTML5 and Javascript
program that allows the user to solve randomly generated maps of islands using a pathplanning algorithm to solve them and a pix2pix neural network that has been trained
with the data set generated by the program. The program also allows file imports in
order to train more specific cases and a download function. Besides that, the project
also integrates some CSS style modifications that provides a better looking result and
makes the user experience far more pleasant
Lifelines: design and development of the art and the visual components of a First Person Adventure video game
Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2019/2020Lifelines is a First-Person Adventure (FPA) game that narrates the last days of an old
man who, after getting away from their loved ones, decided to spend his last moments
in his parents’ old boat and recall all his life memories.
This document aims to be an explanation of the process of creating a game with the
game engine Unity 3D, focusing on sound and 3D design, but with programming and
narrative parts.
Academically, this report consists of the final degree project report of the Video
Games Design and Development bachelor’s degree at the Jaume I University
Mapping the process of product innovation: Contextualising the 'black box' of computer and video games design
The academic literature hitherto has mainly addressed the 'effects' of video
games and not their creation. The thesis seeks to gain an understanding of
the motivations behind the design choices in creating home computer and
video games software in light of this 'gap'.
The research sought to understand the process of constructing games by
examining: (i) the individual designer's aims and how these were mediated
by the contexts of. - (ii) the development team and organisation; (iii) the needs
of the audience and their presence in the innovation process and (iv) the
impact of the hardware manufacturer's quality assessment upon the game's
design.
These aims were met by outlining the industry structure operating in the
video games' market from the period between the early 1980s to mid-1990s.
This was performed with reference to the rise of Sega and Nintendo's
hardware and software strategy, covering their diffusion from Japan to the
US and UK. This highlighted the context surrounding the creation of three
computer games from initial concept to actual commodity that served as the
subject of case study analysis.
The discussion seeks to explore the implications of the choices made in
designing the games and widens the debate to the creation of other games. It
is argued that the design of games mirrors aspects similar to the creation of
other entertainment media but possess certain problems associated with
aesthetic conventions, labour, industry and technical issues unique to this
medium.
Consequently the thesis outlines certain dimensions that impinge'upon the
process of product innovation in entertainment software. From a theoretical
perspective the application of a social constructivist approach to the
emergence of a leisure technology is a novel one and demonstrates the
contingent nature of game design
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