Authoring Multiplayer Serious Games
|
|
- Lorraine Rich
- 5 years ago
- Views:
Transcription
1 Authoring Multiplayer Serious Games Design Templates, Formal Analysis and Rapid Prototyping Design Templates to support creation Formal Analysis to detect design errors Rapid Prototyping to assist game testing Christian Reuter, M.Sc. Prof. Dr.-Ing. Ralf Steinmetz KOM - Multimedia Communications Lab KOM_Five-Slides-CReu-2 v.01_ pptx author(s) of these slides including research results from the KOM research network and TU Darmstadt; otherwise it is specified at the respective slide 10-Dec-13 Template all v.3.4
2 Motivation Potential of Multiplayer Games Multiplayer is very popular [BG13], ubiquitous in entertainment games Training social skills [VK10] Enable collaborative learning [VK08] Problems of Multiplayer (Serious) Games Development is more complex compared to singleplayer games [ZNR00] Typically smaller budget of Serious Games Few multiplayer Serious Games Popularity of online multiplayer games [BG13] Goal Closing gap between single- and multiplayer Making multiplayer Serious Games feasible Multiplayer Serious Game Woodment [KOM] KOM Multimedia Communications Lab 2
3 Concept Approach RQ 1: Can player interaction types serve as building blocks to create multiplayer games? RQ 2: Can popular mistakes like imbalances between players and deadlocks caused by their interaction be detected? RQ 3: Can single authors test a game which is designed to be played by multiple players interacting with each other? Authoring Multiplayer Serious Games Focus: Collaborative gameplay, synchronous player interaction Design Templates to support creation Predefined building blocks for player interactions Enables guided process Inspiring inexperienced authors Formal Analysis to detect design errors Analyses basic structure Balance of effort / waiting times / possibilities Detecting deadlocks caused by interaction Rapid Prototyping to assist game testing Testing playable prototypes Usually multiple players, but a single author here Controlling several players at once KOM Multimedia Communications Lab 3
4 Concept Design Templates (Defining Patterns) Collecting player interaction mechanics Abstracted from well-received cooperative games Focus on collaborative, synchronous interactions Classification dimensions Space (Where does the interaction happen?) Time (And when?) Here: atomic, combinable Functionality (Who / what is involved?) Player (What are the effects?) Description Name Description Desired outcome Spatial relation Spatial location Player freedom Player experience Application restrictions Functional role flexibility Functional role count Functional requirements Functional genres Relations Example implementations Constraint: implementable as templates Selected based on author s requirements Adaptable variables Some creative work remains (story integration) KOM Multimedia Communications Lab 4
5 Concept Formal Analysis Model Colored Petri Nets Concurrent actions Differentiating players Describing spatial properties of my patterns Special case: Separation Gate S 1 (P a, P b ) A 1 S 2 Detecting unreachable scenes and deadlocks S 3 Specific location, forced (gathered) (P a, P b ) (P a, P b ) S 1 A 1 S 2 Special case: Gathering Gate S 1 (P a, P b ) A 1 S 3 Specific location, forced (separated) S 1 S 3 S 2 A 1 S x, Scene P a Player a (var.) S 2 S 4 A x, Action Player 1 (const.) KOM Multimedia Communications Lab 5
6 Concept Rapid Prototyping Visualization Splitscreen Volume level for each player, Visual notices when sounds are played Reduced overhead, no network setup Control Time-stop Record & replay of actions Editable queue Problem with (good) dependencies Auto-pause when possibilities change StoryPlay (gameplay side) KOM Multimedia Communications Lab 6
the gamedesigninitiative at cornell university Lecture 4 Game Grammars
Lecture 4 Sources for Today s Talk Raph Koster (one of original proponents) Theory of Fun, 10 Years Later (GDCOnline 2012) http://raphkoster.com Ernest Adams and Joris Dormans Game Mechanics: Advanced
More informationSAMPLE. Lesson 1: Introduction to Game Design
1 ICT Gaming Essentials Lesson 1: Introduction to Game Design LESSON SKILLS KEY TERMS After completing this lesson, you will be able to: Describe the role of games in modern society (e.g., education, task
More informationSTEM Gaming in Museums Making the Right Moves
STEM Gaming in Museums Making the Right Moves Darrell Porcello, Ph.D. (porcello@gmail.com) Max Cawley Tomas Durkin, MFA www.nisenet.org Session Introduction Quick advice on game development & facilitation.
More informationSerious Game Secrets. What, Why, Where, How, Who Cares? Andrew Hughes, Designing Digitally
Serious Game Secrets What, Why, Where, How, Who Cares? Andrew Hughes, Designing Digitally SERIOUS GAME SECRETS What, Why, Where, How, Who Cares? Andrew Hughes President Designing Digitally, Inc. Serious
More informationEvent:
Raluca D. Gaina @b_gum22 rdgain.github.io Usually people talk about AI as AI bots playing games, and getting very good at it and at dealing with difficult situations us evil researchers put in their ways.
More informationSingle Player Orientation
Minecraft for mobile Singleplayer orientation This document is for teachers. New words and phrases Singleplayer mode is a way of playing Minecraft on one device. Pupils can only see themselves in the Minecraft
More informationTexas Hold Em Poker Unity Asset Store Project Multiplayer Version
Texas Hold Em Poker Unity Asset Store Project Multiplayer Version THIS USER GUIDE IS ONLY RELATED AT MULTIPLAYER FEATURES, YOU CAN FIND IN THE PROJECT ROOT AN OTHER USER GUIDE WITH GENERAL INFO AND SINGLE
More information1.1 Investigate the capabilities and limitations of a range of digital gaming platforms
Unit Title: Game design concepts Level: 2 OCR unit number: 215 Credit value: 4 Guided learning hours: 30 Unit reference number: T/600/7735 Unit purpose and aim This unit helps learners to understand the
More informationModulplan Master (2006) - Seite 1 MODULPLAN MASTER MEDIENINFORMATIK: MEDIENGESTALTUNG:
Modulplan Master (2006) - Seite 1 MODULPLAN MASTER MEDIENINFORMATIK: MEDIENGESTALTUNG: Modulplan Master (2006) - Seite 2 Module number M - 101 Mastering Digital Media Required/Option Master of Arts: Required
More informationSupport Notes (Issue 1) September Play and Learn. Certificate in Digital Applications (DA204) Game Making
Support Notes (Issue 1) September 2014 Certificate in Digital Applications (DA204) Game Making Play and Learn Introduction Before tackling the Summative Project Brief (SPB), students should have acquired
More informationThe Semantics of Innovation Exploring the deep nature of innovation IC3K, Rome, October 2014
The Semantics of Innovation Exploring the deep nature of innovation IC3K, Rome, 21-24 October 2014 Michele M. Missikoff, CNR and UnivPM, Ancona, Italy (michele.missikoff@cnr.it) 1 This talk objective Clarify
More informationProcedural Level Generation for a 2D Platformer
Procedural Level Generation for a 2D Platformer Brian Egana California Polytechnic State University, San Luis Obispo Computer Science Department June 2018 2018 Brian Egana 2 Introduction Procedural Content
More informationUsers as Actors or Factors in Smart Cities Design For, With or By the Users. PhD Anna Ståhlbröst
Users as Actors or Factors in Smart Cities Design For, With or By the Users PhD Anna Ståhlbröst Research Director of Botnia Living Lab Information systems Luleå University of Technology It is not only
More informationOnline Game Technology for Space Education and System Analysis
Online Game Technology for Space Education and System Analysis PREPARED BY DATE REVISION MindArk PE AB 2010-03-15 3 1 21 Executive summary Playing video games is a common activity for the youth of today
More information05/2008 today: Braingame Publishing GmbH (R&D) 04/2002 today: Editor at Adventure Treff.de
About Sebastian Grünwald (M.A.) 05/2008 today: Braingame Publishing GmbH (R&D) 04/2002 today: Editor at Adventure Treff.de Lecturer at institute for media and educational technology, Augsburg ( Interactive
More informationInformation Systemss and Software Engineering. Computer Science & Information Technology (CS)
GATE- 2016-17 Postal Correspondence 1 Information Systemss and Software Engineering Computer Science & Information Technology (CS) 20 Rank under AIR 100 Postal Correspondence Examination Oriented Theory,
More informationChallenges in Software Evolution
Challenges in Software Evolution Tom Mens http://w3.umh.ac.be/genlog Software Engineering Lab University of Mons-Hainaut Belgium Challenges in Software Evolution The presented results are the outcome of
More informationComputer Games Laboratory. Prototyping
Recommended Reading: Chapter on 2 Why a prototype? Creating a game without a prototype is like shooting a movie without a script. A prototype adds more to a game than a script or doc can do: Interactivity
More informationChapter 4 Summary Working with Dramatic Elements
Chapter 4 Summary Working with Dramatic Elements There are two basic elements to a successful game. These are the game formal elements (player, procedures, rules, etc) and the game dramatic elements. The
More informationACSI New Generation Innovation Agenda
CSI New Generation Innovation genda May 25, 2011 World Bank, Paris Prof. Pirjo Ståhle University of Turku Finland Futures Research Centre 26&27 May 2011 World Conference on Intellectual Capital for Communities
More informationMultimedia-Systems: Image & Graphics
Multimedia-Systems: Image & Graphics Prof. Dr.-Ing. Ralf Steinmetz Prof. Dr. Max Mühlhäuser MM: TU Darmstadt - Darmstadt University of Technology, Dept. of of Computer Science TK - Telecooperation, Tel.+49
More informationScout s Address: City: State: Zip:
Game Design BYU Merit Badge PowWow Official Merit Badge Worksheet Scout s Name: Instructor s Name: Scout s Address: City: State: Zip: Instructions 1) The Scout is to review the merit badge book before
More informationNew Challenges of immersive Gaming Services
New Challenges of immersive Gaming Services Agenda State-of-the-Art of Gaming QoE The Delay Sensitivity of Games Added value of Virtual Reality Quality and Usability Lab Telekom Innovation Laboratories,
More informationInnovation in Horizon 2020:
Innovation in Horizon 2020: From aspiration to implementation (part 2) Eoghan O Neill, Innovation unit, DG CONNECT Disclaimer: The contents of this presentation are for informal guidance and discussion
More informationHuman-Computer Interaction
Human-Computer Interaction Prof. Antonella De Angeli, PhD Antonella.deangeli@disi.unitn.it Ground rules To keep disturbance to your fellow students to a minimum Switch off your mobile phone during the
More informationStar-Crossed Competitive Analysis
Star-Crossed Competitive Analysis Kristina Cunningham Masters of Arts Department of Telecommunications, Information Studies, and Media College of Communication Arts and Sciences Michigan State University
More informationRethinking Prototyping for Audio Games: On Different Modalities in the Prototyping Process
http://dx.doi.org/10.14236/ewic/hci2017.18 Rethinking Prototyping for Audio Games: On Different Modalities in the Prototyping Process Michael Urbanek and Florian Güldenpfennig Vienna University of Technology
More informationWhile there are lots of different kinds of pitches, there are two that are especially useful for young designers:
Pitching Your Game Ideas Think you ve got a great idea for the next console blockbuster? Or the next mobile hit that will take the app store by storm? Maybe you ve got an innovative idea for a game that
More informationPervasive Services Engineering for SOAs
Pervasive Services Engineering for SOAs Dhaminda Abeywickrama (supervised by Sita Ramakrishnan) Clayton School of Information Technology, Monash University, Australia dhaminda.abeywickrama@infotech.monash.edu.au
More informationGAME AUDIO LAB - AN ARCHITECTURAL FRAMEWORK FOR NONLINEAR AUDIO IN GAMES.
GAME AUDIO LAB - AN ARCHITECTURAL FRAMEWORK FOR NONLINEAR AUDIO IN GAMES. SANDER HUIBERTS, RICHARD VAN TOL, KEES WENT Music Design Research Group, Utrecht School of the Arts, Netherlands. adaptms[at]kmt.hku.nl
More informationInnovation for Defence Excellence and Security (IDEaS)
ASSISTANT DEPUTY MINISTER (SCIENCE AND TECHNOLOGY) Innovation for Defence Excellence and Security (IDEaS) Department of National Defence November 2017 Innovative technology, knowledge, and problem solving
More informationFrom Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames
From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames Guylain Delmas 1, Ronan Champagnat 2, and Michel Augeraud 2 1 IUT de Montreuil Université de Paris 8, 140 rue
More informationFederico Forti, Erdi Izgi, Varalika Rathore, Francesco Forti
Basic Information Project Name Supervisor Kung-fu Plants Jakub Gemrot Annotation Kung-fu plants is a game where you can create your characters, train them and fight against the other chemical plants which
More informationUNIT 5 Games and social media to promote intergenerational learning. Module 1 Introduction: Understanding and classifying games
2012-2013 Module 1 Introduction: Understanding and classifying games Advanced Training Course Adults Learning for Intergenerational Creative Experiences This training course is delivered in the context
More informationTechnische Universität München. TUM Computer Games Laboratory SS Prototyping. R. Westermann, N. Thuerey. Fakultät für Informatik
Technische Universität München TUM SS 2017 R. Westermann, N. Thuerey Fakultät für Informatik Recommended Reading: Chapter on 2 Why a prototype? Creating a game without a prototype is like shooting a movie
More informationThe Effectiveness and Efficiency of Model Driven Game Design
The Effectiveness and Efficiency of Model Driven Game Design Joris Dormans Amsterdam University of Applied Sciences Abstract. In order for techniques from Model Driven Engineering to be accepted at large
More informationAccess Invaders: Developing a Universally Accessible Action Game
ICCHP 2006 Thursday, 13 July 2006 Access Invaders: Developing a Universally Accessible Action Game Dimitris Grammenos, Anthony Savidis, Yannis Georgalis, Constantine Stephanidis Human-Computer Interaction
More informationCompuScholar, Inc. Alignment to Utah Game Development Fundamentals 2 Standards
CompuScholar, Inc. Alignment to Utah Game Development Fundamentals 2 Standards Utah Course Details: Course Title: Primary Career Cluster: Course Code(s): Standards Link: Game Development Fundamentals 2
More informationContact info.
Game Design Bio Contact info www.mindbytes.co learn@mindbytes.co 856 840 9299 https://goo.gl/forms/zmnvkkqliodw4xmt1 Introduction } What is Game Design? } Rules to elaborate rules and mechanics to facilitate
More informationTransitioning From Linear to Open World Design with Sunset Overdrive. Liz England Designer at Insomniac Games
Transitioning From Linear to Open World Design with Sunset Overdrive Liz England Designer at Insomniac Games 20 th year anniversary LINEAR GAMEPLAY Overview Overview What do we mean by linear and open
More informationPATTERNS IN GAME DESIGN
PATTERNS IN GAME DESIGN STAFFAN BJÖRK JUSSI HOLOPAINEN CHARLES R I V E R M E D I A CHARLES RIVER MEDIA Boston, Massachusetts S Contents Acknowledgments xvii Part I Background 1 1 Introduction 3 A Language
More informationArmello: Bringing Tabletop Adventure to Life. Trent Kusters & Blake Mizzi Co-Founders & Directors League of Geeks
Armello: Bringing Tabletop Adventure to Life Trent Kusters & Blake Mizzi Co-Founders & Directors League of Geeks League of Geeks Living the Dream WHAT S AN ARMELLO? League of Geeks Living the Dream
More informationFINAL TECHNICAL REPORT
FINAL TECHNICAL REPORT MAIN DATA Beneficiary: ------------------------------------------------------------------------------------------------------------------- Project Title: -------------------------------------------------------------------------------------------------------------------
More informationSound Practices of Games Business and Design
Sound Practices of Games Business and Design Presented by Brian Jacobson Soft Problems for Games Businesses Game design Storytelling Marketing Customer experience The Engineering Approach Define your goals
More informationGame Design 1. Unit 1: Games and Gameplay. Learning Objectives. After studying this unit, you will be able to:
Game Design 1 Are you a gamer? Do you enjoy playing video games or coding? Does the idea of creating and designing your own virtual world excite you? If so, this is the course for you! When it comes to
More informationBridging the Gap: Moving from Contextual Analysis to Design CHI 2010 Workshop Proposal
Bridging the Gap: Moving from Contextual Analysis to Design CHI 2010 Workshop Proposal Contact person: Tejinder Judge, PhD Candidate Center for Human-Computer Interaction, Virginia Tech tkjudge@vt.edu
More informationInteraction Design -ID. Unit 6
Interaction Design -ID Unit 6 Learning outcomes Understand what ID is Understand and apply PACT analysis Understand the basic step of the user-centred design 2012-2013 Human-Computer Interaction 2 What
More informationRe-build-ing Boundaries: The Roles of Boundaries in Mixed Reality Play
Re-build-ing Boundaries: The Roles of Boundaries in Mixed Reality Play Sultan A. Alharthi Play & Interactive Experiences for Learning Lab New Mexico State University Las Cruces, NM 88001, USA salharth@nmsu.edu
More informationManaging the Team and the Process A Different Game
601 Managing the Team and the Process A Different Game Produced by Building Immersive Learning Simulations Managing the Team and Process... A Different Game John A. Purdy Definitions My meaning for "Immersive
More informationVirtual Context Based Services for Support of Interaction in Virtual Worlds
Virtual Context Based Services for Support of Interaction in Virtual Worlds Sonja Bergsträsser Sonja.Bergstraesser@ Christoph Rensing Christoph.Rensing@ Tomas Hildebrandt Tomas.Hildebrandt@ Ralf Steinmetz
More informationoverview steffen p walz, m.a.
massively multiplayer audio reality gaming overview steffen p walz, m.a. game design researcher, ph.d. candidate Webzen Inc. 09/01/2005 2005 steffen p walz. upcoming background projects: (serious) pervasive
More informationDigitalisation as day-to-day-business
Digitalisation as day-to-day-business What is today feasible for the company in the future Prof. Jivka Ovtcharova INSTITUTE FOR INFORMATION MANAGEMENT IN ENGINEERING Baden-Württemberg Driving force for
More informationFlexible Spectrum Management: Models and RRM
Flexible Spectrum Management: Models and RRM Regional Transactions Server Primary Advertising of reuse opportunities (f i, f s, t 2, t s, admissible CCI) Bidding David Grandblaise Seamless Radio Access
More informationDigital Engineering Support to Mission Engineering
21 st Annual National Defense Industrial Association Systems and Mission Engineering Conference Digital Engineering Support to Mission Engineering Philomena Zimmerman Dr. Judith Dahmann Office of the Under
More informationGame Design Methods. Lasse Seppänen Specialist, Games Applications Forum Nokia
Game Design Methods Lasse Seppänen Specialist, Games Applications Forum Nokia Contents Game Industry Overview Game Design Methods Designer s Documents Game Designer s Goals MAKE MONEY PROVIDE ENTERTAINMENT
More informationIndividual Test Item Specifications
Individual Test Item Specifications 8208110 Game and Simulation Foundations 2015 The contents of this document were developed under a grant from the United States Department of Education. However, the
More informationPASSAIC COUNTY TECHNICAL INSTITUTE 45 Reinhardt Road Wayne, NJ. Academic Curriculum Unit Planner. Multimedia & CAD. Course # S7120.
Multimedia & CAD Course # S7120 August 2018 Multimedia:CAD.docx Page 1 Unit Plan Title: Introduction to Proprietary & Open Source and Web-Based Programs 8.2.12.A.2 - Analyze a current technology and the
More informationEURIDICE - Intelligent Cargo Innovation Management as Part of an R&D Project
EURIDICE - Intelligent Cargo Innovation Management as Part of an R&D Project Prof. Dr. Bernhard R. Katzy, CeTIM 4th European Conference on ICT 4 transport logistics Thessaloniki, GR Oct 12-14 2011, 10.30
More informationFirst Experience with PCP in the PRACE Project: PCP at any cost? F. Berberich, Forschungszentrum Jülich, May 8, 2012, IHK Düsseldorf
First Experience with PCP in the PRACE Project: PCP at any cost? F. Berberich, Forschungszentrum Jülich, May 8, 2012, IHK Düsseldorf Overview WHY SIMULATION SCIENCE WHAT IS PRACE PCP IN THE VIEW OF A PROJECT
More informationMotivation and objectives of the proposed study
Abstract In recent years, interactive digital media has made a rapid development in human computer interaction. However, the amount of communication or information being conveyed between human and the
More informationParametric Design 1
Western Technical College 10606115 Parametric Design 1 Course Outcome Summary Course Information Description Career Cluster Instructional Level Total Credits 3 This course is designed to introduce students
More informationAnarchy Arcade. Frequently Asked Questions
Anarchy Arcade Frequently Asked Questions by Elijah Newman-Gomez Table of Contents 1. What is Anarchy Arcade?...2 2. What is SMAR CADE: Anarchy Edition?...2 3. Why distribute a free version now?...2 4.
More informationGame Development Life Cycle. Jaanus Jaggo
Game Development Life Cycle Jaanus Jaggo 1 Game development life cycle (GDLC) Different from standard software development? 2 Game development life cycle (GDLC) Different from standard software development.
More informationThe Effects of 3D Information Technologies on the Cellular Phone Development Process
The Effects of 3D Information Technologies on the Cellular Phone Development Eitaro MAEDA 1, Yasuo KADONO 2 Abstract The purpose of this paper is to clarify the mechanism of how 3D Information Technologies
More informationWest Windsor-Plainsboro Regional School District Computer Programming Grade 8
West Windsor-Plainsboro Regional School District Computer Programming Grade 8 Page 1 of 7 Unit 1: Programming Content Area: Technology Course & Grade Level: Computer Programming, Grade 8 Summary and Rationale
More informationProduct Development process
Product Development process Ing. Jan Valtera, Ph.D. Design Metodology Introduction Systematic product design (Systematic approach) is a complex engineering task that can be roughly classified into two
More informationSTARCRAFT 2 is a highly dynamic and non-linear game.
JOURNAL OF COMPUTER SCIENCE AND AWESOMENESS 1 Early Prediction of Outcome of a Starcraft 2 Game Replay David Leblanc, Sushil Louis, Outline Paper Some interesting things to say here. Abstract The goal
More informationTHE POSITION OF THE USER EXPERIENCE IN THE ACADEMIC LIBRARY
EMTACL 2015 THE POSITION OF THE USER EXPERIENCE IN THE ACADEMIC LIBRARY Andrea Gasparini, University of Oslo Libray, UiO Alma Leora Culén, Department of Informatics, UiO 1 OVERVIEW 2 What is UX in the
More informationRole-Playing and Planning Game
Kaiserslautern, Karlsruhe, Metz/Nancy, Perdue, Vienna Role-Playing and Planning Game Role-Playing and Planning Game 09.08.2012 Agenda Role-Playing and Planning Game - an Overview Electronic Media used
More informationInvisible cities: urban games mediated by mobile technologies
Invisible cities: urban games mediated by mobile technologies Christos Sintoris¹, Soterios Dimitriou¹, Nikoleta Yiannoutsou¹, Nikolaos Avouris¹ http://www.invisiblecity.gr ¹Human Computer Interaction Group,
More informationComputer Games Assoc. Prof. Mathias LUX Klagenfurt University
Computer Games 2015 Assoc. Prof. Mathias LUX Klagenfurt University This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 CV Techn. Mathematik Telematik Associate Professor
More informationToon Dimension Formal Game Proposal
Toon Dimension Formal Game Proposal Peter Bucher Christian Schulz Nicola Ranieri February, 2009 Table of contents 1. Game Description...1 1.1 Idea...1 1.2 Story...1 1.3 Gameplay...2 1.4 Implementation...2
More informationTHROUGH GAMIFICATION
INCREASING COLLECTIVE CREATIVITY THROUGH GAMIFICATION Aelita Skaržauskienė Marius Kalinauskas PROBLEM & PURPOSE Problem question: can gamification be used in fostering collective creativity and how it
More informationStrategic Network Formation with Structural Hole in R&D Projects: The Case Study on Japanese Cosmetic Industry
Journal of Robotics, Networking and Artificial Life, Vol. 3, No. 3 (December 2016), 188-192 Strategic Network Formation with Structural Hole in R&D Projects: The Case Study on Japanese Cosmetic Industry
More informationLecture 26: Eye Tracking
Lecture 26: Eye Tracking Inf1-Introduction to Cognitive Science Diego Frassinelli March 21, 2013 Experiments at the University of Edinburgh Student and Graduate Employment (SAGE): www.employerdatabase.careers.ed.ac.uk
More informationProduct Design and Technology (PD&T) Unit 3&4 2015
Product Design and Technology (PD&T) Unit 3&4 2015 Transition/ Holiday homework Resources required: A3 Visual Diary, coloured pencils, 2B and HB pencils Teacher: Mr Devine devine.mark.a@edumail.vic.gov.au
More informationR&D Activities at the UCI Center for Computer Games and Virtual Worlds
R&D Activities at the UCI Center for Computer Games and Virtual Worlds Walt Scacchi and others Institute for Software Research and Center for Computer Games and Virtual Worlds University of California,
More informationCourse Overview; Development Process
Lecture 1: Course Overview; Development Process CS/INFO 3152: Game Design Single semester long game project Interdisciplinary teams of 4-6 people Design is entirely up to you First 3-4 weeks are spent
More informationFATE WEAVER. Lingbing Jiang U Final Game Pitch
FATE WEAVER Lingbing Jiang U0746929 Final Game Pitch Table of Contents Introduction... 3 Target Audience... 3 Requirement... 3 Connection & Calibration... 4 Tablet and Table Detection... 4 Table World...
More informationTechnology Roadmapping. Lesson 3
Technology Roadmapping Lesson 3 Leadership in Science & Technology Management Mission Vision Strategy Goals/ Implementation Strategy Roadmap Creation Portfolios Portfolio Roadmap Creation Project Prioritization
More informationThis one-semester elective course is intended as a practical, hands-on guide to help you understand the process of game development.
Syllabus Development Course Overview This one-semester elective course is intended as a practical, hands-on guide to help you understand the process of game development. This course is structured into
More informationCo-create a system that strengthens the sources of wellbeing, both individually and collectively
Co-create a system that strengthens the sources of wellbeing, both individually and collectively Many people around the world are working on truly sustainable projects at both small and large scale. Positive
More informationFrom: urmind Studios, FRANCE. Imagine Cup Video Games. MindCube
From: urmind Studios, FRANCE Imagine Cup 2013 Video Games MindCube urmind Studios, FRANCE Project Name: Presentation of team : urmind Studios The team, as the MindCube project, has been created the 5 th
More informationSeaman Risk List. Seaman Risk Mitigation. Miles Von Schriltz. Risk # 2: We may not be able to get the game to recognize voice commands accurately.
Seaman Risk List Risk # 1: Taking care of Seaman may not be as fun as we think. Risk # 2: We may not be able to get the game to recognize voice commands accurately. Risk # 3: We might not have enough time
More informationCREATIVITY AND INNOVATION
CREATIVITY AND INNOVATION Over the last decades, innovation and creativity have become critical skills for achieving success in developed economies. The need for creative problem solving has arisen as
More informationMy Accessible+ Math: Creation of the Haptic Interface Prototype
DREU Final Paper Michelle Tocora Florida Institute of Technology mtoco14@gmail.com August 27, 2016 My Accessible+ Math: Creation of the Haptic Interface Prototype ABSTRACT My Accessible+ Math is a project
More informationPost mortem SINE MORA The Failed Struggle to Reboot a Genre
Post mortem SINE MORA The Failed Struggle to Reboot a Genre Theodore Reiker CEO, Prior Games Balázs Horváth COO, Prior Games Origin of the Project Spirit of the team Realities of the team Team size Project
More informationStudent Friendly Assessment for KS3 Design & Technology
Student Friendly Assessment for KS3 Design & Technology It is important to remember that students need to feel an ownership for their assessment process so that they are able to make effective progress.
More informationCourse Overview; Development Process
Lecture 1: Course Overview; Development Process CS/INFO 3152: Game Design Single semester long game project Interdisciplinary teams of 5-6 people Design is entirely up to you First 3-4 weeks are spent
More informationOnline Gaming Support for Parents (source YHGFL) JE
Online Gaming Support for Parents (source YHGFL) JE Children and young people love playing games. In fact, it is often through games that children first start to use technology. According to Ofcom, nearly
More informationRunning head: EMPIRICAL GAME DESIGN FOR EXPLORERS 1. Empirical Game Design for Explorers
Running head: EMPIRICAL GAME DESIGN FOR EXPLORERS 1 Empirical Game Design for Explorers John M. Quick Division of Educational Leadership and Innovation Mary Lou Fulton Teachers College Arizona State University
More informationProject 4: Small Game Project (Team Size: 8)
Fall 2014: CMS.611J/6.073 Instructors: P.Tan, S. Verrilli, R. Eberhardt, A. Grant Project 4: Small Game Project (Team Size: 8) 30 pts Goals: Create a small but fully functional and well polished web browser
More informationGetting Value From Research:
Getting Value From Research: From Research Knowledge to Profitable Products Charles B. Duke Vice President and Senior Research Fellow Xerox Innovation Group March 25, 2004 APS Meeting Montreal, Canada
More information#SpigitIgnite1. Innovation is Hard. Brent Foster, Engineering Director, Corporate Innovation, American Express
#SpigitIgnite1 Innovation is Hard Brent Foster, Engineering Director, Corporate Innovation, American Express Innovation is Hard "Skepticism is as much the result of knowledge, as knowledge is of skepticism.
More informationLeaping from Role Play to Game Play
88 Leaping from Role Play to Game Play Stephen Davies and Carrie Lavis, DISTIL Interactive www.elearningguild.com November 11-14, 28 About us Leaping from Role Play to Game Play Carrie Lavis Stephen Davies
More informationUNIT-III LIFE-CYCLE PHASES
INTRODUCTION: UNIT-III LIFE-CYCLE PHASES - If there is a well defined separation between research and development activities and production activities then the software is said to be in successful development
More informationIMGD The Game Development Process: Game Development Timeline
IMGD 1001 - The Game Development Process: Game Development Timeline by Robert W. Lindeman (gogo@wpi.edu) Kent Quirk (kent_quirk@cognitoy.com) (with lots of input from Mark Claypool!) Outline Game Timeline
More informationArtist Career Challenges & Goals From a AAA team to a Start-Up
Artist Career Challenges & Goals From a AAA team to a Start-Up CECIL KIM CHIEF CREATIVE OFFICER & CO-FOUNDER SECTION STUDIOS 2 of 50 1. Career before Section 2. Background Story - how Section Started 3.
More informationRunning head: DESIGN IMPLICATIONS OF AN EXPERIENTIAL ONTOLOGY
Design implications of an experiential ontology of game content 1 Running head: DESIGN IMPLICATIONS OF AN EXPERIENTIAL ONTOLOGY What erotic Tetris has to teach serious games about being serious? Design
More informationSoftware Requirements Specification Document. CENG 490 VANA Project
Software Requirements Specification Document CENG 490 VANA Project Barış Çavuş - 1819754 Erenay Dayanık - 1819192 Memduh Çağrı Demir - 1819218 Mesut Balcı 1819093 Date: 30.11.2014 Table of Contents 1 Introduction...
More information