Sökning: "Game design"
Visar resultat 16 - 20 av 130 avhandlingar innehållade orden Game design.
16. Foundations of Gameplay
Sammanfattning : People in all known cultures play games and today digital gaming is an important leisure activity for hundreds of millions of people. At the same time game design has developed into a profession of its own. LÄS MER
17. Patterns and procedural content generation in digital games : automatic level generation for digital games using game design patterns
Sammanfattning : The development of content in digital games, such as game worlds, quests, levels, 3D-models, and textures, is costly and time consuming. To address this, different approaches to automate the process of creating game content, often referred to as procedural content generation (PCG), has been suggested. LÄS MER
18. Föreställning och eftertanke : bilder och verbalt språk i tidiga skeden av designprocessen
Sammanfattning : This thesis investigates why verbal language is not sufficient to express the experience and desires of the users and how imagery can be combined with words in the early stages of the design task to make this process go smother. A communication tool has been elaborated from a set of experiments simulating the dialogue in the initial phase of the design process. LÄS MER
19. Pretend that it is Real! Convergence Culture in Practice
Sammanfattning : Mediekonvergens definieras och förklaras oftast som en teknisk och industriell företeelse, som den process där ny teknik anpassas till den befintliga medieindustrin och dess produktionskulturer. I dagens hybrida medielandskap kan mediekonvergens också beskrivas som den sociala process och de aktiviteter som medieanvändare deltar i när de rör sig mellan olika medier i jakt på underhållning och erfarenheter. LÄS MER
20. Sacred Games - Becoming Gods : Priming digital game ethics
Sammanfattning : The point of departure for my research is a perceived breach and resulting dissonance between how digital games and other parts of society that are similar in form, enact certain aspects of life. This shift was made especially clear in massive multiplayer games in 2004 with the release of World of Warcraft, the design of which panders to cultural weak points, rather than attempting to mimic them. LÄS MER