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471 Uppsatser om Game - Sida 1 av 32

Pluginramverk för webbaserade spel

In order to attract talented consultants, Sigma, a consultant company, wanted an online Game for recruitment. In the Game, potential employees? skills could be tested to determine whether they are qualified for the job. This paper presents a general technique for creating such a recruitment Game. The report generalizes the recruitment Game to a level-based Game for the web, where a player should be able to progress from one level to the next by solving a given problem.

Minimalist design for children?s games

The aim of this report is to see whether the graphic design of a Game influences children?s will to play Games. I am especially looking at minimalist graphic design and how well it works for a Game aimed at children age 7-9. Does the style of the Game design have any impact at all concerning the children?s wish to play the Game or is the Game mechanic all that matters.

Skapande av animationer för interaktiv spelmedia genom motion capture

In this thesis I will propose and test a pipeline for creating in-Game animations using motion capture technology, with the aim to export to a 3D Game engine, such as UDK or similar. Even though there are already established pipelines for creating in-Game animations in the Game industry, they are not of public knowledge and dissemination of information is hindered by the severe NDA (non-disclosure agreements) imposed on the studios and artists. I will therefore use my experience with Game production and as a student, to research and propose an optimal pipeline for developing in-Game animation that may be used by other students, researchers and independent Game developers. The methodology used to test the pipeline will be a case study based on the student project Synergy, which I am developing with other third year students also attending the Game design Education at Gotland University..

Fantasy War Game : Spelmotor i PHP

Fantasy War Game är en spelmotor gjort i PHP med inslag av Java. Själva striden är uppbyggd med objektorienterad programmeringsmetodik. Spelet är ett textbaserat rollspel i high fantasy-miljö. Sidan är ett interaktivt konfliktspel där spelarna kan utveckla sitt gäng, slåss mot monster eller andra spelare..

Frihet i datorspel

A Game designer has to consider several aspects when he or she is designing a Game. One of those aspects is the perceived freedom in the Game by the player. There exist several methods to facilitate this perceived freedom in the design phase of the Game. This thesis presents, in a qualitative methodology, a number of these methods a Game designer might utilize to give the player a heightened sense of freedom for an improved gaming experience. Included herein are such elements as indirect control, linearity, storytelling and level design..

Inledning till spelutveckling för AndroidSpelutveckling för Android med Java och OpenGL ES

This thesis deals with the problems you face as a new Game developer for the mobile platform Android when developing a 3D Game and presents solutions to these problems. It also explores which optimizations should be made to increase performance and how well suited for Game development the Android platform is. A simple 3D Game for version 2.2 of Android was developed to examine this. The conclusion was that a good Game structure for Android separates logic and rendering by running these separately in different threads. Solutions to rendering and updating of Game logic were presented and optimizations were implemented for performance, although fewer optimizations were needed than was anticipated.

En studie i röj

This paper presents a study of the computer Game ?Minesweeper?. The aim of the Game is to search through a rectangular area of mined squares without hitting any mines. By using a strategy based on making every operation as safe as possible, series of the Game have been simulated. The size of the playground is four times four squares.

Z Excursion : Spel-bidrag till Swedish Game Awards

This report describes my degree project. For my degree project I made a demo for a Game idea that I've developed, and implemented for use with Xbox 360. The idea was about converting the feeling and Gameplay of old 2D side-scrolling platform Games into 3D, viewed from a first-person perspective. The Xbox 360 version of the demo was also submitted for the Game competition Swedish Game Awards. In the report, I explain this idea more extensive, what software I used to implement it, and how I implemented it. Finally, at the end I clarify the results and discuss fulfilled tasks and future improvements.

En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo

This essay is a narrative analyze of the computer Game Halo. The purpose of the essay is to see what function the narrative elements have in a computer Game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of Game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer Games.

Det får duga: Game Maker som prototypverktyg, och applicerad speldesign

Rapporten handlar om programmet Game Maker som prototypverktyg, och vänder sig till personer och företag som skulle kunna vara intresserade av detta. Syftet med arbetet var att skapa ett spel i Game Maker, "Ittle Dew", samt skriva om Game Makers egenskaper och egenheter. Spelet färdigställdes i tid, och rapporten tar även upp en mängd designfrågor som dök upp under skapandet av detta. Med hjälp av två brev från personer med erfarenhet av Game Maker som prototypverktyg och för skapandet av färdiga spel, och diskussion av dessa brev, hävdar jag till sist att programmet väl duger för prototyper, så länge användaren känner till de begränsningar som rapporten tar upp..

Art of Balance : In context of complexity

Game balance can be considerd complex - there are many factors that play a role in the perception of balance. This thesis examines complexity, Game theory and intution in an effort to disconver more about the perception of balance. The findings are that tactical and strategical choices that are presented for a player need to be interesting, not to complex and not to obvious. The importance lies in the estimation of the result that the player does when making a choice..

Jag kan själv : Spelmanualer för mellanstadiebarn

Todays board Game manuals have many shortcomings. One of them is that they are not always adapted to the Game's target audience.Adapting the language and shape of a Game manual for the the target group children, can save time for both parents and teachers, and give the children a chance to conquer the Game by themselves. In addition, playing board Games can lead to children developing other important properties such as problem solving and independence.This study found that the Game manuals inconsistency, tone and the way they adress the reader makes it difficult for children to grasp the content. Many Game manuals do not speak directly to the reader, and often describes Gameplay in a passive way, which has been shown by this study.This study has resulted in 12 guidelines for writing Game manuals for children. In addition, they have been tested with a sample study.

Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag

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.

Budgetens roll innan och efter finanskrisen

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 och tillämpning av det muskelstyrda datorspelet EMG Track Game.

Electromyography (EMG) is a technique that measures muscle activity, whichmeans detecting the electrical signals that travel through the muscle in connectionwith muscle contraction. This project deals with how EMG can be used tocontrol a computer Game.The project is centered around the Game 'EMG Track Game' which has beenconstructed as part of this work. 'EMG Track Game' is controlled by twoelectrodes fastened on the player. These are attached to two selected musclesand control the motion in one direction each, one up and the other one down.The Game is constructed in the purpose of being used in several elds of application.Among these are as entertainment, training equipment and a tool inresearch related to EMG and muscles.To highlight a possible application a study concerning muscle control has beenconducted. It answers the question of whether players score better with theirdominant arm in comparison with their non-dominant one.

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