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Rusher – Creating an Enemy Design for a Game
(2019)
The main purpose and objective of this thesis is to create an enemy design for a game project. It will go through the process of creating a 3D-model of an enemy called “The Rusher” for post-apocalyptic First Person Shooter ...
Making a game character move: Animation and motion capture for video games
(2021)
The purpose of this thesis was to serve as an introduction and overview of video game animation; how the interactive nature of games differentiates game animation from cinematic animation, what the process of producing ...
Emotional design in RPG’s: Creating a sense of homeliness and familiarity in a hub area
(2021)
The aim of this thesis was to examine the different methods that can be used to evoke
diverse emotions in a player, focusing on the feelings of homeliness and familiarity that are
created in the different hub areas in ...
Depictions of sexual minorities in video games. Case: Your Royal Gayness
(2019)
The purpose of this thesis was to examine how sexual minorities are represented in video games and compare those depictions with the characters in Your Royal Gayness, a kingdom management game released by Lizard Hazard ...
The influence of the free-to-play business model on visual development and art direction in mobile games
(2019)
This paper is an exploration of the area between the art and business sides of mobile game development. The main goals are to attempt to discover the influence of the free-to-play business model on the art-direction, to ...
Practices of making game tutorial
(2021)
Developing a game has never been an easy task. A game consists of many components. One of the most underestimated components in the game is the game tutorial. Compared to other components, game level, graphics and music, ...
Creating a convincing villain: character design for a video game
(2023)
Video games have become another way of telling stories, creating worlds and works of art, so it is important to be able to create deep characters that seem convincing and even “real” in their immersive behaviors, feelings, ...
Balancing and testing a skill-based progression system for a mobile card game
(2023)
The aim of the study was to figure out and test what is a good skill tree balance
for commissioners’ game. It was also researched what is considered to be a good
pacing of skills and rewards in general.
Both qualitative ...
Gameplay Mechanics and Character Design Considering Climate : Case study: Windless Woods
(2023)
This thesis aimed to explore what influence of a video game world's climate and
environment have on character design, particularly how they impact the narrative
and the physical and visual attributes of the characters. ...
Key elements in the development of a digital prototype of an educational video game, memory match finnish
(2023)
This thesis covers the development of a digital prototype of an educational game to start learning the Finnish language, using the information retrieved from the development process and game tests to identify the key ...