Sample of the technique used to propose a game concept, prior of writing a game specification. The process includes ideation of base mechanics and hooks, trying to visually portray the concept in the best way possible. This helps executives to grasp the potential feel, look and pace of the upcoming product
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
Sample of the technique used to propose a game concept, prior of writing a game specification. The process includes ideation of base mechanics and hooks, trying to visually portray the concept in the best way possible. This helps executives to grasp the potential feel, look and pace of the upcoming product
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
A Walk through Portal: an Act of Video Game Analysisdrew davidson
With this presentation, I will engage in an in-depth close reading of the game, Portal, in order to parse out various meanings I found in the experience of playing the game. I approach the experience from the perspective of how its narrative development and game design help a player learn how to play the game. Sequences in the game will be played and analyzed in detail in order to illustrate and interpret how these various components of the game come together to create a fulfilling playing experience that leads to a literacy and mastery of the gameplay mechanics. I’m currently editing a book with a group of authors performing similar analyses of various videogames. The goal of this book is to help develop and define a literacy of games as well as a sense of their value as an experience. Videogames are a complex medium that merits careful interpretation and insightful analysis.
Online gaming has become increasingly popular in recent years. Currently, the most common business model of online gaming is based on monthly subscription fees that game players pay to obtain credits, which allow them to start or continue a journey in the game’s virtual world. Therefore, from the perspective of game operators, predicting how many players will join a game and how long they will stay in the game is important since these two factors dominate their revenue.
This paper represents a pilot study of the predictability of online gamers’ subscription time. Specifically, we study the gameplay hours of online gamers and investigate whether strong patterns are embedded in their game hours. Our ultimate goal is to provide a prediction model of online gamers, which takes a player’s game hours as the input and predicts whether the player will leave in the near future. Our study is based on real-life traces collected from World of Warcraft, a famous MMORPG (Massively Multiplayer Online Role- Playing Game). The traces contain the gameplay histories of 34, 524 players during a two-year period. We believe that our study would be useful for building a prediction model of players’ future game hours and unsubscription decisions; i.e., decisions not to renew subscriptions.
.
This talk focuses on the narrative experience of Myst across the games, novels and comic. It also looks at the Sandman comics and Ultima Online and MitterNachtSpiel. Throughout idea of how stories travel across mediums is explored.
Negotiation Strategies: Using Game Theory and Decision Tree Analysis to Deter...brucelb
A detailed case study of how to use Negotiation Strategies, an application of Game Theory and Decision Tree Analysis to develop an optimum strategy for negotiating a settlement in litigation. We demonstrate a process that can: identify and assess negotiation risks; know whether th current Negotiation Strategy will fail in time to change it;
and execute the most effective strategy to get the best possible outcome.
Introduzione alla realizzazione di videogiochi - MeccanichePier Luca Lanzi
Slide del corso "Introduzione alla realizzazione di videogiochi" tenuto per gli studenti delle scuole superiori presso la sede di Cremona del Politecnico di Milano.
Making Decisions - A Game Theoretic approachDr Ganesh Iyer
Webinar recording of the webinar conducted on 18-07-2020 for Rajagiri School of Engineering and Technology.
Speaker - Dr Ganesh Neelakanta Iyer
Topics:
Overview of Game Theory, Non cooperative games, cooperative games and mechanism design principles.
A Serious Game For Better Understanding of Behaviour Differences Between Chil...Rawan Al-Omari
it's a research study, by it we trying to detect the child's behavior without any pressure, so by using this game the child will have fun and the parents or anyone who cares about the child will know his behavior.
Weebee on a Mission: A Serious Game for Better Understanding the Behavior Dif...Mohammad Shaker
Weebee on a Mission: A Serious Game for Better Understanding the Behavior Differences Between Children. Designed and Implemented by: Rawan Al-Omari, Walaa Baghdadi and Zeina Al-Helwani. Supervised by me (Mohammad Shaker), Dr. Noor Shaker and Dr. Mohamed Abu-Zleikha.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
My attempt to build a chess engine. This is exploratory project I continue to develop in my free time. I have collected information from various sources books, blogs and YouTube courses which are cross referenced in the presentation.
A lecture in HEVGA research summer school at the University of Skövde, Sweden (Aug 21-23 2019) on Game Analysis. The focus of the lecture is in the formal analysis and some applications of it.
My level design intro course lecture: assignment description
Video at slide 16: https://youtu.be/w_x5wI3PNZA
Video at slide 25: https://youtu.be/OPIwVcOe3k0
Over view to a book about research methods edited by Petri Lankoski and Staffan Björk (2015). http://press.etc.cmu.edu/content/game-research-methods-overview
Slides introduces Escape package that is developed for teaching Unity. The package contains building blocks for a simple first person sneaking game.
Contents:
- Introduction to prefabs in package
- Level design assignment
Download the Unity package:
http://www.mediafire.com/download/2t49ajxl6n7xq3z/escape_new.unitypackage
Slides revised Mar 23, 2015.
The course intro for level design course with an introduction to some surrealist methods and development project aiming to use those those techniques. This is part of an experiment in design teaching to extend student design understanding outside of tradition methods.
The slides contains the course intro, instructions to a development assignment and description of prefabs that are offered for the project (the Unity Project will be available later after I I fixed all the details and removed assets that I cannot redistribute).
A lecture on game system design. Introduction to concepts for describing and discussing designs with examples. Some notes about evaluating game system behavior.
- Course description and assignments (slides 3-10)
- Game system design
-- Game elements (slides 12-29)
-- Hints for design (slides 30-32)
- References + reading list (slides 33-34)
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
2. Goals
• To develop skills for analyzing, describing, and
discussing games and their structures using concepts
and theories
3. What
Games
• Examples Today
– The Settlers of Catan
– Monopoly
– Space Invaders
– Tetris
• Wed to Fri
– Group assignments &
discussions
• Essay
Theories, Concepts
• Game elements
– Järvinen, 2008. Games without
Frontiers
• Emotions
– Lankoski, unpublished
manuscript
• Feedback systems
– Further reading: Salen &
Zimmerman, 2004. Rules of
Play
• Probabilities
4. Essay
• Choose a game or a part of the game
– Except: example and exercise games
• 8-12 pages, 12 pt Times or equivalent, double spaced
• You should describe the game (or the part) using the
concepts or theories from
– Lankoski, “Computer Games and Emotions”
– Järvinen, “Chapter Four: Theory of Game Elements”
– (Salen & Zimmerman, “Chapter 18: Games as Cybernetic Systems”)
• Deadline Friday 10.12.
– Writing tutoring (at latest) in the week 48
• Missing the deadline will decrease the grade (1/week), unless new
schedule is agreed beforehand!
5. Essay…
• A game analysis essay should be independent work
that should be readable and understandable by a
person who is not expert on subject matter. Essay
should contain:
1. Introduction: a description of the goals of the essay, short
introduction to a game analyzed, description of the main
concept used in the essay (with references);
2. Main part structured by the needs of analysis;
3. Conclusions summarizing main findings;
4. References
• References should be formatted according to Harvard
system.
6. Assignment
• Become familiar with the game
– the Settlers of Catan
• One game box (4 players)
• http://www.playcatan.com/ (introductory game)
– Space Invaders
• Taito Legends, PS 2
• http://www.freespaceinvaders.org/
– Tetris
• http://www.tetris.com/how-to-play-tetris/
• http://www.tetrisfriends.com/games/Marathon/game.php?ref=from-homepage-ad
– Monopoly
• One game box
• 1 hour to play
8. Settlers of Catan: Game Elements
Game Analysis
Game Mechanics
?
Components
9. Settlers of Catan: Game Elements
• Procedures
– Build Board
– Player Setup -> Game Mechanics: Place the settlements and roads
– Yield
• rand_num = random(1-6) + random(1-6) DICE!
• if rand_num=7:
– player_move_robber -> Game Mechanic: Move Robber & Select Player whom to steal
– all_discard -> Game Mechanic: Select Resources to Discard
• foreach hex=rand_num :
– if hex not disabled_by_robber: collect_yield
– Buy (road, settlement, city, development_card) <- initiated by Game Mechanic
• if player[active] have_enough_resources and can_place:
– place (road, settlement, city) OR add (development_card)
• Not completed list of procedures
Game Analysis
10. Settlers of Catan: Balance
• A multiplayer game is balanced when each player have equal change of
winning in the beginning
– In terms of formal features
• Symmetry creates balance
– Not the only way to balance a game
• Setters of Catan is symmetric in terms of
– Game Mechanics
– Component-of-self
• Not symmetric in terms of setup
– Setup
• Asymmetry is compensated with setup order player1–player2–player3–player4–
player4–player3–player2–player1
• Game board?
Game Analysis
12. Probabilities
• Dice throws are always independent events
– Previous event does not influence the probability of the
next event!
• But cards are dependent events
– The probability to get two aces from the unused deck is 4/52
(four aces in 52 cards) * 3/51 (three aces and 51 cards left)
Game Analysis
14. Settlers of Catan: Balance…
Game Analysis
• Now we can calculate probabilities
for the board
– But what these probabilities tell…
• Does the board afford balanced
play?
– Is there enough good locations to
place initial settlement for all the
players?
– Is there good locations to expand
later?
- YES
- YES, unless on made a
bad choices in the setup
15. Settlers of Catan: Feedback Loops
Game Analysis
Resources
Settlement
& Cities
+
Victory
Points
Positive Feedback Loop Negative Feedback Loop
Probability of Negative feedback
activating 1-4 times in a round:
1-(30/36)^4 = 51,8%
• no robbers in a round: (30/36)^4
Resources
If more than 7 resource
cards in one’s hand & 7
7
-
16. Space Invaders
• Components
– Invaders, the ship, bullets
– Bunkers (or environment?)
• Game mechanics
– Move left, move right, shoot
• Goals
– Shoot invaders, stay alive, high score
• Procedures
– ship move, can shoot?, bullet move, bunker
damage, invader move, ufo appear, ufo move,
invader hit, invader shoot, lost life, new wave,
game over, …
• Feedback loops
– Less the invaders, faster they move, extra lives
Space Invaders, Taito 1978
Image source: Wikipedia
18. Monopoly
Game Analysis
Change to end up in a square
1/40 = 2,50%?
3 doubles
in a row
1/16 Card takes
to Jail
A player can increase
probability to land to
these squares
(out with doubles)
20. Monopoly
Game Analysis
Breakeven Times, assumes short jail stay
Based on data from http://www.tkcs-collins.com/truman/monopoly/monopoly.shtml
There is positive feedback loop
• Gains are insignificant if no monopolies
Prison: conditional negative feedback
• Pay to get out, or
• Staying reduces changes of collecting rents