Matching Items (21)

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System Dot: Shifting the Programming Paradigm

Description

Programming is quickly becoming as ubiquitous a tool as general mathematics. The technology field is progressing at an exponential rate and driving this constantly evolving field forward requires competent software

Programming is quickly becoming as ubiquitous a tool as general mathematics. The technology field is progressing at an exponential rate and driving this constantly evolving field forward requires competent software developers. Elementary and high school educational facilities do not currently express the importance of the computer science field. Computer science is not a required course in high school and nearly impossible to find at a middle school level. This lack of exposure to the field at a young age handicaps aspiring developers by not providing them with a foundation to build on when seeking a degree. This paper revolves around the development of a virtual world that encompasses principles of programming in a video game structure. The use of a virtual world-based game was chosen under the hypothesis that embedding programming instruction into a game through problem-based learning is more likely to engage young students than more traditional forms of instruction. Unlike the traditional method of instruction, a virtual world allows us to "deceive" the player into learning concepts by implicitly educating them through fun gameplay mechanics. In order to make our video game robust and self-sufficient, we have developed a predictive recursive descent parser that will validate any user-generated solutions to pre-defined logical platforming puzzles. Programming topics taught with these problems range from binary numbers to while and for loops.

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Agent

Created

Date Created
  • 2016-12

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Last Hymn

Description

Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of

Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a procedural generation algorithm that makes every encounter unique. This is then complemented with the path system where each enemy has unique rhythm patterns to give them different types of combat opportunities. In Last Hymn, the player arrives on a train at the World's End Train Station where they are greeted by a mysterious figure and guided to the Forest where they witness the end of the world and find themselves back at the train station before they left for the Forest. With only a limited amount of time per cycle of the world, the player must constantly weigh the opportunity cost of each decision, and only with careful thought, conviction, and tenacity will the player find a conclusion from the never ending cycle of rebirth. Blending both Shinto architecture and modern elements, Last Hymn used a "fantasy-chic" aesthetic in order to provide memorable locations and dissonant imagery. As the player explores they will struggle against puzzles and dynamic, rhythm based combat while trying to unravel the mystery of the world's looping time. Last Hymn was designed to develop innovative and dynamic new solutions for combat, exploration, and mapping. From this project all three team members were able to grow their software development and game design skills, achieving goals like improved level design, improved asset pipelines while simultaneously aiming to craft an experience that will be unforgettable for players everywhere.

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Agent

Created

Date Created
  • 2016-12

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Virtual Reality Drum Training System

Description

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to play music as they hear it in their head, and refining the user's sense of rhythm. Several different features were included to achieve this such as a score, different levels, a demo feature, and a metronome. The game was tested for its ability to teach and for its overall enjoyability by using a small sample group. Most participants of the sample group noted that they felt as if their sense of rhythm and drumming skill level would improve by playing the game. Through the findings of this project, it can be concluded that while it should not be considered as a complete replacement for traditional instruction, a virtual environment can be successfully used as a learning aid and practicing tool.

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Created

Date Created
  • 2017-12

Le Prince Perdu

Description

This project explored the creation of a video game to be used as a tool to enhance the process of French language learning. The work on the project was divided

This project explored the creation of a video game to be used as a tool to enhance the process of French language learning. The work on the project was divided into three different phases that were tackled individually: a research phase, a development phase, and a content-creation phase.

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Agent

Created

Date Created
  • 2018-05

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Liminal Space

Description

Liminal Space is a pen-and-paper roleplaying game designed to facilitate performative, personalized, and critical exploration of identity, value and truth dissensus; contemporary social, technological, political, and environmental issues; and modes

Liminal Space is a pen-and-paper roleplaying game designed to facilitate performative, personalized, and critical exploration of identity, value and truth dissensus; contemporary social, technological, political, and environmental issues; and modes of relating to socio-technical change, instability, and uncertainty. Pen-and-paper roleplaying games emerge from a 40-year history as an entertainment medium, but in recent decades have displayed the ability to personally speak to more "serious" issues. Mechanically, they combine elements of classroom or public-engagement, pedagogic, roleplaying exercises with benefits or participatory scenario construction, allowing players to immerse themselves in bespoke situations reflecting their personal interests, anxieties, and pedagogic aims and to reflexively and critically engage with contested truths or social disruptions in a safe space. Formal studies of roleplaying games are sparse, and I, the author, hope that Liminal Space can draw more study to a unique communication, entertainments, and performance medium and to the unique communities that surround it.

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Created

Date Created
  • 2018-05

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LudoNarrare: A Model for Verb Based Interactive Storytelling

Description

Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who

Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset for expression in the plot. LudoNarrare, an engine for interactive storytelling, puts "verbs" in this toolset. Verbs are contextual choices of action given to agents in a story that result in narrative events. This paper begins with an analysis and statement of the problem of creating interactive stories. From here, various attempts to solve this problem, ranging from commercial video games to academic research, are given a brief overview to give context to what paths have already been forged. With the background set, the model of interactive storytelling that the research behind LudoNarrare led to is exposed in detail. The section exploring this model contains explanations on what storyworlds are and how they are structured. It then discusses the way these storyworlds can be brought to life. The exposition on the LudoNarrare model finally wraps up by considering the way storyworlds created around this model can be designed. After the concepts of LudoNarrare are explored in the abstract, the story of the engine's research and development and the specifics of its software implementation are given. With LudoNarrare fully explained, the focus then turns to plans for evaluation of its quality in terms of entertainment value, robustness, and performance. To conclude, possible further paths of investigation for LudoNarrare and its model of interactive storytelling are proposed to inspire those who wish to continue in the spirit of the project.

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Agent

Created

Date Created
  • 2015-12

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Post-Mortem of a Tactical Strategy Game

Description

With the increasing popularity of video games and the emergence of game streaming brought about by platforms such as Youtube and Twitch, combined with the multitude of ways to learn

With the increasing popularity of video games and the emergence of game streaming brought about by platforms such as Youtube and Twitch, combined with the multitude of ways to learn how to code from schools and online resources including Codecademy and Treehouse, game development has become incredibly approachable. Yet that does not mean it is simple. Developing a game requires a substantial amount of work, even before a design is considered worth making into a complete game. Over the course of this thesis, I created eight designs with accompanying prototypes. Only one was made into a fully functional release. I sought to make a game with a great design while increasing my understanding of game development and the code needed to finish a game. I came out realizing that I was in over my head. With the amount of work involved in creating an entire game, iteration is key to finding an idea that is capable of becoming a game that feels complete and enjoyable. A game's design must be fleshed out before technical work can truly begin, yet the design can take nearly as much time and effort as the code. In this thesis, each design is detailed and associated with why it seemed great and why it was replaced, with extra focus on the final design and how players felt about it. These designs are followed by what I learned about game development over the course of the thesis, including both the technical and emotional sides of developing a video game.

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Agent

Created

Date Created
  • 2015-12

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The Design, Development, and Marketing of a Mobile Game

Description

The thesis document describes in detail the decision making process and research that went into each step in the process of designing, coding, launching, and marketing a mobile game. This

The thesis document describes in detail the decision making process and research that went into each step in the process of designing, coding, launching, and marketing a mobile game. This includes major challenges and methodologies for overcoming them or changing course as well as significant revisions that were made to the game upon receiving market and user feedback. The game, Sheep In Space, was launched on to the Windows Phone 8 marketplace initially via the use of the GameMaker: Studio game engine. From there, following a series of revisions Sheep In Space launched on the Android marketplace and has been undergoing further changes before the final launch to iOS. The revision and launch strategy was determined based off of market feedback from a variety of facets, including direct word of mouth, reviews, downloads, analytics data, and social media reaction.

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Created

Date Created
  • 2014-12

Digital Representation: Race and Gender in Contemporary Video Games

Description

Video games are packed full of endless potential. They are the telling of impossible narratives with something for every type of person. So then why has the industry historically been

Video games are packed full of endless potential. They are the telling of impossible narratives with something for every type of person. So then why has the industry historically been one of the worst for representations of race and gender? In this thesis, I define "good" media representation and engage in the analysis of both Overwatch (2016) and Detroit Become Human (2018) to observe the ways these two video games, which so outwardly market their diversity, have failed marginalized groups. Accompanying the research paper is a video game poster representing a woman of color designed by the author which is meant to learn from the mistakes of its predecessors.

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Created

Date Created
  • 2021-05

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Understanding the Importance of Art Styles in Video Games and How They Enhance the Player's Experience

Description

All pieces of art, whether paintings, movies or some other form, are accompanied by a distinct visual style that conveys specific messages and feelings to the audience. As arguably the

All pieces of art, whether paintings, movies or some other form, are accompanied by a distinct visual style that conveys specific messages and feelings to the audience. As arguably the most intricate form of art conceived, video games are no exception. Each video game is unique in not only gameplay, but also the style of graphics used to portray its visual (and sometimes audio) components. This thesis explores why visual styles in video games exist as well as some of their more well-known components, functions of graphic art styles, and the psychological impacts that stylistic choices may have on the player. This will be accomplished through a literature review on the subject, detailed analysis of two specific games with highly distinct art styles, and finally the valuable opinions and observations of three industry professionals.

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Agent

Created

Date Created
  • 2016-05