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Game of magic: can a card trick feel like a game?
(2024)
The cross referencing of game design and magic theory is greatly understudied. The
objective of this thesis was to find how a card trick can feel like a game and simultaneously try
to improve an existing card trick ...
Visual clarity of game world maps
(2024)
The background of the study was based on the challenge of the game project needs. A key aspect of the development process involved the design of the game world map, with the primary challenge being to incorporate all ...
Card Game Balancing: Balancing digital and print trading card games across casual and competitive environments
(2023)
The thesis dives deep into the intricate world of trading card games, focusing on their balance in various publishing and gaming environments. Through qualitative analysis, it explores prominent sample games such as Duel ...
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 ...
Game development for museums
(2023)
Digitalisation in museums is visible through different strategies, use of 3D scanners for preservation purposes, designing of interactive exhibitions and creation of various digital solutions.
The objective of the thesis ...
How Choice Influences Replay-Value of Narrative-Driven Video Games
(2023)
Choice is an important factor in video games. Narrative driven games continuously offer choices to the player in different ways. Through narrative decisions, gameplay style and character creation players get encouraged to ...
Developing an online multiplayer game in Unity
(2023)
The objective of this thesis was to examine the tools and methods for multiplayer game development offered by the Unity game engine – one of the most popular game engines currently on the market. Only tools provided by ...
Updating a Game’s Graphics from 2D Sprites to 3D Models
(2023)
The goal of this thesis was to go through the author’s own work when recreating 3D models for the game “Spooky’s Jumpscare Mansion: HD Renovation” created by Albino Moose Games and comparing it to the possible techniques ...
The Long Way Home: Understanding and Conceptualizing Videogame Hub Areas
(2023)
The realm of video games has witnessed the surge of hub worlds: areas that serve as central points for players to access various game levels or zones; these hubs are vital in creating immersive, cohesive experiences for ...
Game Loops and Effective Prototyping
(2022)
This thesis studied the methods of creating engaging core gameplay, with a focus on hack and slash games in particular. As the primary way of game development is through prototyping, methods of effective prototyping were ...