Essays about: "Level-Design"
Showing result 1 - 5 of 68 essays containing the word Level-Design.
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1. Epicness through level design : A God of War case study
University essay from Högskolan i Skövde/Institutionen för informationsteknologiAbstract : 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. READ MORE
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2. How do linear and nonlinear levels inspire game flow in cooperative gameplay? : comparative analysis of collaborative mechanics design in ItTakes Two
University essay from Uppsala universitet/Institutionen för speldesignAbstract : 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. READ MORE
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3. Biomimicry-driven Design for Sustainable Construction Equipment : Developing an autonomous sensor cleaning system
University essay from Blekinge Tekniska Högskola/Institutionen för maskinteknikAbstract : 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. READ MORE
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4. Information Conveyance : An Examination of Using Level Design to Communicating the State of Play in a Competitive Video Game
University essay from Blekinge Tekniska Högskola/Institutionen för teknik och estetikAbstract : This is a study on information conveyance, specifically a study on how specific level design techniques can be used to convey information to the players regarding a competitive multiplayer game's “state of play”. Through an analysis of different games, three different level design elements were identified as effective tools for conveying information and these elements are; architectural placement, visual cues and environmental changes. READ MORE
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5. Between Freedom and Success : A Study of GamerExperience of Level Design in Open-World Games.
University essay from Uppsala universitet/Institutionen för speldesignAbstract : Elden Ring, an open world game by From Software has used almost exclusively hiddenguidance systems to guide the players. This study provides insight on players’ experience ofplayer agency and freedom of choice. This is a pilot study into the subject of Elden Ring’ssuccess as an open world game while keeping visual guidance to the minimum. READ MORE