Sökning: "Level-design"

Visar resultat 1 - 5 av 111 uppsatser innehållade ordet Level-design.

  1. 1. Epicness through level design : A God of War case study

    Master-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :David Petersen; [2023]
    Nyckelord :Level design; epic; game analysis;

    Sammanfattning : Epic poems originate from Ancient Greece with the most well-known one being the Odyssey by Homer. Today other forms of media than just poems are considered epic. Video games have the possibility of both being incredibly detailed as the epic modern novel and being a spectacle as seen on epic cinema. LÄS MER

  2. 2. How do linear and nonlinear levels inspire game flow in cooperative gameplay? : comparative analysis of collaborative mechanics design in ItTakes Two

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Ruihan Gao; Olivia Wang; [2023]
    Nyckelord :Cooperative gameplay; Flow theory; Game flow; Linear and nonlinear level designs; Mechanics design.;

    Sammanfattning : This study investigates how linear and nonlinear level designs inspire game flow in cooperative gameplay through a close reading analysis. The research focuses on It Takes Two, a highly successful cooperative game with compelling and unusual combination of game elements that enhance the cooperative experience. LÄS MER

  3. 3. Breaking down a videogame level´s design: Deconstruction of the narrative in The Witcher III: The wild hunt

    Master-uppsats, Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)

    Författare :Charalampos Toumpoulidis; [2023]
    Nyckelord :Narrative; Open-World Games; The Witcher III: The Wild Hunt; In-game Playthrough; Data extraction; Comparative Study; Game Design; Patterns; and Trends.;

    Sammanfattning : This master's thesis aims to investigate the narrative components inherent in open-world games. In this thesis, we will extract the narrative part of a game,analyze it, and compare the narrative part with other game design elements. LÄS MER

  4. 4. Biomimicry-driven Design for Sustainable Construction Equipment : Developing an autonomous sensor cleaning system

    Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Institutionen för maskinteknik

    Författare :André Jönsson; Oscar Claesson; [2023]
    Nyckelord :Biomimicry; Design Thinking; Autonomous vehicles; Sensor cleaning; Biomimikry; Design Thinking; Autonoma fordon; Sensorrengöring;

    Sammanfattning : The reliance on fossil fuels needs to be fizzled out from every part of modern society. Construction equipment is one industry in which the transition away from fossil fuels is underway in favor of electric vehicles. LÄS MER

  5. 5. A designer-driven approach to procedural generation tools for level design

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Max Truedsson; [2023]
    Nyckelord :Master Thesis; Game development; Game Design; Procedural generation; PCG; Level creation; Art Tool; 3d Environment design; Master Examensarbete; Spelutveckling; Speldesign; Procedurell generering; PCG; Spelbana Konstruktion; Konst verktyg; 3d miljö design;

    Sammanfattning : Game development is a multifaceted field that involves both traditional software practices and creative work. It is characterized by its iterative and time-consuming process where prototypes are created and then evaluated. This is especially true for creating 3D environments, where it is difficult to evaluate the quality before it is completed. LÄS MER