Wang, Ziyi · Theseus (Ammattikorkeakoulujen) · 2013
Animation industry and game industry is the core of the knowledge economy industries in 21st century. It is another economic growth point after following the IT. With the rapid development of network and digital technology, the competitiveness of animation industry and game industry is progressively appearing. \n \nIn recent years, a large number of enterprises of game industry have been found, and the number of trend in growth was rising, but only a few enterprises can earn. Game industry can bring a huge economic benefit. We can use the advantages to learn the lessons from pioneer. It is necessary and feasible. \n \nNintendo is a great winner in the world, it has a number of world-class games, and supporters of these games are the game characters. The characters like the business card, they can win the praise that a wealth of the business from players. The purpose of this topic is through the course of video games and comparison of East and West to discover the method to make a great game character, and analyze Nintendo’s game characters to discover the answer.
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Bunte, Nikolajs · E-resource repository of the University of Latvia (University of Latvia) · 2025
Kvalifikācijas darba ‘VIDEOSPĒLES IZSTRĀDE UZ “GODOT” SPĒĻU DZINĒJA’ mērķis ir izveidot dažāda tipa spēles uz “GODOT” spēļu dzinēja. Lietotne satur tādas spēles kā labirints, miroņu pasaule, bruņinieku skrējējs, mežs ar briesmoņiem, “Sudoku” un kapitālista simulators. Lietotājam būs iespēja izvēlēties kādu no piedāvātām spēlēm, ka arī to sarežģītības līmeni, kas tiek mērīta 3 dažādos līmeņos. Doto spēļu galvenais mērķis ir izklaidēt lietotāju, ka arī dot tam iespēju izvēlēties veidu, kādā tiks pavadīts tā brīvais laiks. Darba gaitā tika radīta „Game world” lietotne, kas atbilst dotajām prasībām.
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Serbicki, Stefan · Figshare · 2016
Presentation for PASIG NYC
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Josip Marković · Repository of the University of Rijeka · 2022
Videoigre su interaktivni računalni programi namijenjeni zabavi. Zadnje desetljeće računalne igre postale su jedan od najpopularnijih medija, a industrija videoigara je postala jedna od najvećih industrija vezanih za zabavu. U ovom radu detaljni je ću opisati što su to videoigre i kako se izrađuju s naglaskom na dizajn.
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Serbicki, Stefan · Figshare · 2016
Presentation for PASIG NYC
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Jin, Jiaqi · Scientia Insularum Revista de Ciencias Naturales en islas · 2020
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Feichin Tschang · 2007
THE VIDEO GAME DEVELOPMENT PROCESS Feichin Ted Tschang The video game development process has changed dramatically over the past 30 years, though the same basic structure still remains. In part, the increasing complexity of the video game as a product has shaped the way in which games are developed
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Eric Vitug · 2014
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Tsucchie · Bulletin of Miscellaneous Information (Royal Gardens Kew) · 2020
Hello and welcome to Monday Funday a fun little podcast that will hopefully help you have a better Monday in today's topic I talk about video game development from over the years (sorry for the sloppy episode I was super tired ??)
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Cristiano Politowski, Fábio Petrillo, Gabriel C. Ullmann et al. · arXiv (Cornell University) · 2020
Different from traditional software development, there is little information about the software-engineering process and techniques in video-game development. One popular way to share knowledge among the video-game developers' community is the publishing of postmortems, which are documents summarizing what happened during the video-game development project. However, these documents are written without formal structure and often providing disparate information. Through this paper, we provide developers and researchers with grounded dataset describing software-engineering problems in video-game development extracted from postmortems. We created the dataset using an iterative method through which we manually coded more than 200 postmortems spanning 20 years (1998 to 2018) and extracted 1,035 problems related to software engineering while maintaining traceability links to the postmortems. We grouped the problems in 20 different types. This dataset is useful to understand the problems faced by developers during video-game development, providing researchers and practitioners a starting point to study video-game development in the context of software engineering.
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Dannenberg, Ross, American Bar Association
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Τριανταφύλλης, Γεώργιος Σ., Τριανταφύλλης, Γεώργιος Σ. · University of Thessaly Institutional Repository (University of Thessaly) · 2023
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Amresh, Ashish · Scholarly Commons (Embry–Riddle Aeronautical University) · 2011
The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth surfaces from the polygonal domain has its share of issues and there is an inherent need to address various rendering bottlenecks that could hamper such a move. The game engine needs to choose an appropriate method based on in-game characteristics of the objects; character and animated objects need more sophisticated methods whereas static objects could use simpler techniques. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations or by the application, to be able to adaptively render the mesh without significant loss in performance. This thesis explores several methods that would help game engine developers in making correct design choices by optimally balancing the trade-offs while rendering the scene using smooth surfaces. It proposes a novel technique for adaptive tessellation of triangular meshes that vastly improves speed and tessellation count. It develops an approximate method for rendering Loop subdivision surfaces on tessellation enabled hardware. A taxonomy and evaluation of the methods is provided and a unified rendering system that provides automatic level of detail by switching between the methods is proposed.
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B, B, B et al. · Arizona State University Library Digital Repository (Arizona State University) · 2011
abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth surfaces from the polygonal domain has its share of issues and there is an inherent need to address various rendering bottlenecks that could hamper such a move. The game engine needs to choose an appropriate method based on in-game characteristics of the objects; character and animated objects need more sophisticated methods whereas static objects could use simpler techniques. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations or by the application, to be able to adaptively render the mesh without significant loss in performance. This thesis explores several methods that would help game engine developers in making correct design choices by optimally balancing the trade-offs while rendering the scene using smooth surfaces. It proposes a novel technique for adaptive tessellation of triangular meshes that vastly improves speed and tessellation count. It develops an approximate method for rendering Loop subdivision surfaces on tessellation enabled hardware. A taxonomy and evaluation of the methods is provided and a unified rendering system that provides automatic level of detail by switching between the methods is proposed.
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Darren Reid · The Public Historian · 2024
Public historians have recently directed significant attention toward video games as a media form for engaging diverse audiences with participatory historical representations and arguments. Yet despite the availability of easy-to-use game creation tools, historians have been slow to adopt game development. I developed a video game, Ab Uno Sanguine, based on my PhD research to assess the practicality of game design as a venue for public history practice. This article reflects on my experiences in historical game development along the ADDIE (Analyze, Design, Develop, Implement, Evaluate) process of game production. This paper connects game studies, historical game studies, and digital public history scholarship to demonstrate how historians can become historian-developers to disseminate their research without a large budget or a professional game design team.
Cited by 4Open access
Arizona State University Library Digital Repository (Arizona State University) · 2017
abstract: The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
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Shaw, Elliott · Insight (University of Cumbria) · 2019
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Collins, Dalton · 2017
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Henrik Byman · UTUPub (University of Turku) · 2020
The trend of involving players in early game development has increased considerably during \nrecent years. As an alternative for the traditional game creation methods, in player participation, \nplayers get to play the game and influence its development direction before the game is finished \nand published. Similar development methods have been employed already for long in the information \nsystems development context, but in the early game development context, the participation \nof players is still a relatively unexplored area. This research attempts to fill that gap \nand provide a more comprehensive understanding of player participation as well as investigate \nits usefulness in game development. \nA qualitative case study approach was adopted in this study. Four Finnish game studios \nwere invited for semi-structured interviews to share their knowledge of involving players in \ntheir projects, and 21 players responded to a questionnaire about their experiences with game \ndevelopment projects. Interviews were transcribed and coded along with players’ responses. \nPlayer participation is best described as a collaborative game development method characterised \nby voluntariness, and emphasizing communication and interaction between the player \ncommunity and the game studio for creating a gameplay experience according to the emerging \ndiscourse between game studio’s development vision and players’ desires. In it, a game studio \nand its player community engage in various community management, communication and testing \nactivities to create a mutually satisfying product. The participation process itself is characterised \nby voluntariness of participation as well as varying degrees of participation thresholds \nand levels of commitment towards the project among players. The benefits of player participation \nare found in the availability of additional resources and more cost-efficient development, \nvalidating game design choices with and targeting the gameplay experience for the player community, \nand developing technically a more robust game as well as the potential for better reception \nwhen the game is finished. However, the game studio has to face the challenges in \nmanaging the increased workload, potential changes in various work practices, and creating \nand maintaining the player community, which consists of diverse individuals with each of their \nvarying interests and desires towards the game development project.
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Alfonso DeAlba-Fernández · ITESO Institutional Repository (ReI) (Western Institute of Technology and Higher Education) · 2025
Con el objetivo de que los desarrolladores con recursos escasos puedan crear videojuegos de manera independiente, este documento ofrece una metodología específica para la industria mexicana. Al reconocer el auge mundial de la industria de los videojuegos y lo que representa para desarrolladores jóvenes, particularmente en naciones donde esta industria todavía no ha alcanzado su consolidación. Se examinan los desafíos específicos del desarrollo independiente, por ejemplo la ausencia de respaldo técnico y financiero, y se reconocen las ventajas competitivas de los desarrolladores locales, tales como la capacidad de adaptación, la disposición a asumir riesgos y las nuevas herramientas que permiten crear productos competitivos en el mercado. La metodología propuesta está basada en el análisis comparativo entre dos enfoques: el diseño enfocado en el juego y la metodología de la tétrada. El método abarca desde la definición de visión y alcance, hasta el reconocimiento de habilidades y roles. Se enfatiza la importancia de la iteración, la validación mediante prototipos, la retroalimentación del usuario y tener un control estricto sobre el proyecto basándose en gastos y metas cumplidas. Finalmente, se demuestra la viabilidad técnica y económica de la propuesta a través de un caso práctico, y se concluye que la metodología es suficiente para sentar las bases del desarrollo independiente de videojuegos en México.
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