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471 Uppsatser om Game - Sida 2 av 32

Arbetsprocesser inom spelutveckling : En kvalitativ fallstudie som granskar arbetsprocessen hos ett svenskt spelutvecklingsföretag

Dice is one of Sweden's largest Game manufacturers. They have produced a Game series called ?Battlefield?, which recently celebrated its tenth anniversary, releasing it gradually over the years. In order to create a Game some form of work structure is required. In this essay we discover what the Dice work process looks like today and how it has changed over the years.Game development is progressing and market changes require Game developers to constantly adapt to the current situation.

Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler

The diegetic Game world places high demands on how it is designed. It is common that Game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the Game world. To find out how digital Games can rely on the design of the Game world, we performed user studies on beginners who have very limited experience of playing digital Games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the Game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a Game, then it will less likely be a successful Game.

NIM MED EN MODULÄR MULLERTWIST

This paper explains the basis for impartial Games and the classicGame Nim. Nim is complicated by a modular Muller twist and thesolution for this Game is described by a simple theorem. The modularMuller twist means that at the end of each move the player selects a kand the number of sticks the next player leaves in the pile, where thedraw is made, must be congruent with k modulo m. The number m isfixed throughout the Game..

Datorspel för lekfull och interaktiv teckeninlärning: utvärdering och vidareutveckling av en prototyp

The aim was to evaluate and suggest improvements for the prototype TIVOLI (sign-learning via computer-based playful interaction). The Game purposed to give children who need signing as augmentative and alternative communication enhanced signing skills. Three children in need of signs played TIVOLI at home during 4-5 weeks. Data contained parental interviews, Talking Mats interviews, assessment of signing competence before and after the evaluation period and Game protocols. One Game interaction per child was filmed.

Developing tactical group-based game-AI

The goal of this work has been to create a flexible strategic group-based artificial intelligence for the Arrowhead Game Studios-Game Magicka, by implementing, using and examining different AI-techniques that's used in many commercial Games in more or less extent. C# is the programming language that has been used in the development, and the implementation has been made as flexible as possible to make further development and extending AI-rules etc. easier..

Introduktion till Kontinuitetsperspektivet

To explore greatly varied opinion between player and reviewer, in relation to new products in ongoing digital Game series, an analytic perspective is suggested, that takes the entire Game series into account, instead of analyzing Games (who are part of a series) as individual productions. This is explored further by introducing a model to support this perspective, based on the Game theories by Katie Salen and Eric Zimmerman, as well as Gordon Calleja. This model and chosen perspective is applied against three separate cases to see whether or not it can give insight into the approach of players (of continuing Game series) and the differing opinions of players and reviewers..

Spelimmersion & död : En undersökning av hur spelupplevelse och immersion påverkas av döden i nätbaserade multiplayerspel

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of Game design, immersion is a significant aspect of what makes a Game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a Game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful Game design. Yet, certain multiplayer online Games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

Utveckling i Java av ett pedagogiskt spel i kvantfysik

The Game QuantoJump is developed in the programming language Java to be an educational Game in quantum physics. By illustrating quantum mechanical laws of electron transitions with shapes and colours, QuantoJump hopes to spark interest and create a more intuitive understanding of quantum physics. The result is a Game where the player plays as an electron in the outermost shell of an atom, with the goal of getting to the innermost shell. This while not making forbidden jumps by following the laws of electron transitions dictated by quantum physics. The programming of the Game was done in the integrated develpoment environment Eclipse.

Spelkomponenter i World of Warcraft : En undersökning om vilka spelkomponenter som är viktigast för spelaren i MMORPG-spelet World of Warcraft

We have chosen to focus this paper on the importance of Game-components in the MMORPG-Game World of Warcraft, in order to discover which of them who are the most important and create the biggest motivation to play the Game for the players of World of Warcraft. We made this  investigation because we wanted to find out more about the specific reasons about what people think is especially great with World of Warcraft and makes them want to play it for hour after hour. By doing this we wanted to find out what it is that is so appreciated with this Game. But this is a big area and it has therefore been difficult to find a way to satisfy and make those who have answered on our survey to feel that the Game-component they enjoy most has been a part of our questions.To solve this problem we did a survey that included 200 persons and two interviews. When both the survey and the interviews had been completed, the result was being compared against each other and together to see if there was any difference between them or if they had any similarity to the attraction and motivation.

Assassin?s Creed 2 : - En analys av spelets historiebruk och dess skapande av historiemedvetande

This essay analyses the use of history in the video Game Assassin's Creed 2. How have the developers used history in their Game? The paper also analyses how the Game can stimulate, arouse and mobilize the historical consciousness of the player. The essay presents a theoretical analysis of the uses of history and historical consciousness. This analysis is then linked with the results.

Kooperativt spelande : en testdesign till spelet Yellowfield Spacetravels som samarbetsspel

This report is about finding the cooperative elements in Games and making a boardGame based on them. I tested different computer Games and boardGames to try and get the cooperative elements and then I make a boardGame based on what I found.What I found during testing is that to be a fully cooperative Game all players on the same team must win or lose together and one player should not be able to finish the Game by herself. There are of course some things that can change this for example what kind of players are playing.My best advice is that you should decide that the Game is fully cooperative from the beginning and build the Game from that..

Interaktiv vittneskonfrontation : Utvecklandet av ett Directorspel för Internet

This final-year project has been performed at Strix production Efterlyst. The task has been to make a page under their homepage, with a Game application that?s supposed to be interesting and also have a strong connection to the TV- program. In the first part of the report, the reader will learn about the preparing work that was done before the work with the final Game began. It is in these two test versions all the technical problems were tested, to finally be used or thrown away.

Dataspelsarvet - klassiker och kanonisering

This master thesis deals with computer Game classics and a possible computer Game canon. It looks closer at four computer Game genres - adventure, RPG, action and strategy - in order to discern which Games are considered classics and what characterizes them. To answer the first question a quantitative research method was used. 675 computer Game reviews from 5 Internetsites were examined in order to see which Games are mentioned most often in this context and therefore might be considered classics. To answer the second question a qualitative research method was used.

Designa Koncept för Spelvärlden

The process of producing a video Game is one that goes through a number of phasesduring the span of the entire production. One of these phases is the concept design phase,which is part of the pre-production. This phase is an important aspect of the productionas it is where all the different parts and ideas concerning the Game are brought togetherto define what the Game is going to be. Though a clearly important part of the videoGame production surprisingly little research have been done on the subject of conceptdesign. This thesis presents what place concept design has in the overall Game productionand how the design process is handled.

Hearty Horror

I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a Game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a Game. Thoughts and comparances are made between evil and good characters and what you, as a Gamedesigner, should and should not do to make the player want to continue playing..

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