Sökning: "gameplay design patterns"

Visar resultat 16 - 19 av 19 uppsatser innehållade orden gameplay design patterns.

  1. 16. Game Design Patterns for Designing Stealth Computer Games

    Master-uppsats, Malmö högskola/Fakulteten för teknik och samhälle (TS)

    Författare :Mengchen Hu; [2014]
    Nyckelord :stealth game; game design patter; level design; game experience; app inventor; design document;

    Sammanfattning : Design patterns are widely used in game design, especially in action games. Design patterns can be seen as a group of concluded gameplay. A stealth game is a video game genre that rewards the player for using stealth (conceal avatar of player in order to avoid enemies) to overcome antagonists. LÄS MER

  2. 17. Distributed Game Environment : A Software Product Line for Education and Research

    Magister-uppsats, Institutionen för datavetenskap (DV)

    Författare :Nguyen Quan; [2013]
    Nyckelord :Software technology; software development; software architecture; software product line; product development; design patterns; OSGi; declarative service; Equinox; FileInstall; Java; Xml; client server; dynamic update; dynamic recovery; distributed game environment; board games;

    Sammanfattning : A software product line is a set of software-intensive systems that share a common, managed set of features satisfying the specific needs of a particular market segment or demand. Software product lines capitalize commonality and manage variation to reduce the time, effort, cost and complexity when creating and maintaining products in a product line. LÄS MER

  3. 18. Story Through Gameplay : Design Patterns in Journey and Brothers: A Tale of Two Sons

    Kandidat-uppsats, Institutionen för naturvetenskap, miljö och teknik

    Författare :John Nilsson; Lars Engström; [2013]
    Nyckelord :Gameplay; Narrative; Design Patterns; Characters;

    Sammanfattning : This is an analysis in which we played the games “Journey” and “Brothers: A Tale of Two Sons” with the goal of identifying game design patterns that were used to convey the games’ narratives. Using the method known as formal analysis we examined different situations in the games. LÄS MER

  4. 19. Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns

    Kandidat-uppsats, Institutionen för kommunikation, medier och it

    Författare :Kristian Lindgren; Jimmy Svejderud; [2011]
    Nyckelord :Touch; patterns; user interface; interface design; games; Touch; patterns; gränssnitt; gränssnittsdesign; spel;

    Sammanfattning : For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. LÄS MER