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Complexity and Depth in Solitaire Card Games: Designing the Card Game Sinking
(2019)
This thesis covers the development of the table-top card game Sinking and uses the information gathered from the development to research depth and complexity in the subgenre of solitaire card games. The peripheral objectives ...
Iconology in a Fictional Context: Intradiegetic Iconology in Worldbuilding
(2019)
With increased importance placed on immersion and aesthetics in modern high-budget role-playing games, design with roots within the narrative of the game becomes an essential factor in the process of worldbuilding. In this ...
Designing Fantasy Creatures for a Visual Novel
(2019)
Fantasy creatures can be seen everywhere in modern media, video games, movies and literature. This thesis mainly focuses on video game fantasy creatures. Despite the popularity of fantasy creatures, the number of guides ...
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 ...
Augmented reality in an amusement park environment : AR concept for Linnanmäki
(2020)
The objective of this thesis was to answer the question of whether an augmented reality game application would bring added value into the customer experience in Linnanmäki amusement park.
The research of this thesis ...
Learning Games: Designing a card game Barkeep for bartenders
(2020)
Many workers at a bar have no education in the field. They are usually taught at the place they are, and this takes effort and time which could be used to serve more customers. The objective of this thesis was to create ...
Video game companion mobile applications and their future
(2019)
Tässä opinnäytetyössä käydään läpi 'companion' tai kumppanisovellus konseptia, eli konsoli- ja tietokonepelien pelikokemusta tukevia mobiilisovelluksia. Se tapahtuu tutkimalla konseptin alkua, tehtyjä kumppanisovelluksia ...
The difference of interactive and non-interactive animation : Prototype of a visual comparison example
(2019)
The objective of the thesis was to find the differences of interactive and non-interactive animation. The study covered the 12 principles of traditional animation and what new aspects need to be considered when making ...
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 ...
Educational aspect of non-educational games: on a case study of 'Assassin's creed 2' and 'Assassin's creed: Origins'
(2020)
While most videogames are considered entertainment, based around narration or action playing, the genre of educational videogames exists mostly for the use of children or as assisting teaching tools. The line separating ...