Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development ...consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such a complex multidisciplinary development project require a unifying methodology and should not be performed in an ad hoc manner. This paper presents such a methodology named GAMED (diGital educAtional gaMe dEvelopment methoDology). GAMED consists of a body of methods, rules, and postulates and is embedded within a digital educational game life cycle. The life cycle describes a framework for organization of the phases, processes, work products, quality assurance activities, and project management activities required to develop, use, maintain, and evolve a digital educational game from birth to retirement. GAMED provides a modular structured approach for overcoming the development complexity and guides the developers throughout the entire life cycle.
By analyzing and contextualizing different aspects of the Finnish game development scene, this article provides concrete examples of why we need cultural studies of game development and how game ...development cultures can be studied. The article follows a three-layer approach, first exploring some of the historical and political developments that have shaped forms of local game production. Second, a focus is placed on working cultures within the industry and attitudes toward crunch time, work–life balance, and workplace regulation. Third, everyday strategies of organizing creative work are analyzed to better understand game studio cultures. The lessons from this empirical study directly contribute to the larger scholarly discussions around game production and creative labor.
This study investigates the design and development process of “Super Journey”, a 2D platformer mobile game aimed at enhancing user engagement and satisfaction through innovative game mechanics and ...design. Utilizing the Agile methodology, the development stages included conceptualization, design, implementation using the Unity game engine, and iterative testing and evaluation based on user feedback. This development process involved crafting a detailed game design document, creating initial sketches and prototypes, and integrating graphical elements, animations, and game mechanics. The game features 3 levels with simple controls, visually appealing pixel art, and progressively challenging levels. A survey conducted with 20 participants revealed high overall satisfaction (4.15 out of 5), with particular praise for level design (4.25) and game mechanics (4.2). Feedback indicated areas for improvement, such as balancing difficulty levels and incorporating more diverse obstacles and enemies. The findings underscore the importance of agile, user-centered design in game development and provide insights for future iterations to further enhance the gaming experience. “Super Journey” exemplifies the effective integration of classic platformer elements with modern innovations, highlighting its potential in the competitive mobile gaming market. The results of this research are expected to serve as a reference and inspiration for other game developers to create superior products by combining innovative technology and thoughtful design.
This article explores and highlights the differences between art styles in video games, and details how the use of them can allow for the expression of creative ideas and communicate messages through ...games as a medium. This article also investigates existing research and analyses various case studies of games with distinctive art styles. The term “art style” in the context of this article pertains to visual elements such as proportions and shading techniques, as opposed to encompassing sound design or animation. To effectively showcase the influence of art styles on creative expression, I have developed a practical prototype in the form of an art game titled The Maze of Nightmares, which contains features such as the ability to switch between multiple art styles as a creative tool to overcome obstacles. By doing so, the game addresses the topic of significant personal changes and how impactful they can be towards one’s life, especially in the context of overcoming obstacles and solving problems. This way, players and audiences can observe differences between art styles in the context of an experience that reinforces the benefits of change.
The purpose of this article is to present and evaluate Entity-component-system architecture designed based on data. The solution allows for improving application development process and increasing ...its efficiency. A test application was prepared for research using custom solutions. Evaluated techniques was compared with object-oriented programming in the article.
Develop games for iOS and Android using Cocos2d with the aid of over 70 step-by-step recipes About This Book • Learn to efficiently use Cocos2d to develop cross-platform games, and have them work on ...iOS as well as Android • Get acquainted with industry-wide professional tools such as Glyph Designer, Texture Packer, and Physics Editor, as well as using the Swift/ Sprite builder implementation of Cocos2d • Use the easy-to-follow recipes to develop as well as deploy games to the Playstore and the App Store Who This Book Is For This book is for intermediate game developers and especially the ones who are generally curious to find out what's new in Cocos2d v 3.3. What You Will Learn • Build custom sprites with custom animations for the game • Build interactivity into your game by adding gestures and touch interactions • Understand AI enemy programming and path finding to make games more exciting • Add physics to your game to make it more lively and interactive • Get familiar with the Swift and Sprite builder implementations along with Objective-C programming • Perform hassle-free deployment of games built in iOS onto Android • Add effects and particle systems to make the game more colorful In Detail Cocos2d is the world's leading game development framework for developing iOS games. With the introduction of Swift and Spritebuilder, it has become easier than ever to develop the games of your dreams without much effort. With Cocos2d, you can also deploy the game on Android, thereby maximizing profit and reducing development and porting costs. The book starts off with a detailed look at how to implement sprites and animations into your game to make it livelier. You will then learn to add scenes to the game such as the gameplay scene and options scene and create menus and buttons in these scenes, as well as creating transitions between them. From there on, you will get an understanding of how to program user interactions such as tapping, holding, and swiping. You'll then add accelerometer inputs and physics to the scene, and make objects respond back to the inputs. A game is practically incomplete without audio being added, so this will be covered next. The next section will include ways to add Artificial Intelligence to enemies in the game, allowing them to patrol, chase, and shoot in a projectile manner. You will then learn to use NSUserDefault to save and load game progress, and create and access files using JSON, Plist, and XML files for custom storage and retrieval of data. Then you will learn to add dynamic lighting to your game and will use industry-wide tools such as Texture Packer, Glyph Designer, Physics Editor, Particle Designer, and Sprite Illuminator to create more visually appealing and performance-optimized games. Towards the end of the book, we dive into Apple's latest programming language—Swift, highlighting the major differences between Objective C and Swift. The book culminates with taking your existing game developed for iOS and porting it to Android, showing you how to install the Android Xcode plugin as well. Style and approach The book is written in an extremely lucid and step-by-step manner; it can be understood easily by anyone. The topics included are broken down into individual chapters so you can refer to the specific chapter to get answers on the subject you are interested in.
Develop your first interactive 2D platformer game by learning the fundamentals of C# About This Book • Get to grips with the fundamentals of scripting in C# with Unity • Create an awesome, 2D ...platformer game from scratch using the principles of object-oriented programming and coding in C# • This is a step-by-step guide to learn the fundamentals of C# scripting to develop GameObjects and master the basics of the new UI system in Unity Who This Book Is For The book is targeted at beginner level Unity developers with no programming experience. If you are a Unity developer and you wish to learn how to write C# scripts and code by creating games, then this book is for you. What You Will Learn • Understand the fundamentals of variables, methods, and code syntax in C# • Get to know about techniques to turn your game idea into working project • Use loops and collections efficiently in Unity to reduce the amount of code • Develop a game using the object-oriented programming principles • Generate infinite levels for your game • Create and code a good-looking functional UI system for your game • Publish and share your game with users In Detail Unity is a cross-platform game engine that is used to develop 2D and 3D video games. Unity 5 is the latest version, released in March 2015, and adds a real-time global illumination to the games, and its powerful new features help to improve a game's efficiency. This book will get you started with programming behaviors in C# so you can create 2D games in Unity. You will begin by installing Unity and learning about its features, followed by creating a C# script. We will then deal with topics such as unity scripting for you to understand how codes work so you can create and use C# variables and methods. Moving forward, you will find out how to create, store, and retrieve data from collection of objects. You will also develop an understanding of loops and their use, and you'll perform object-oriented programming. This will help you to turn your idea into a ready-to-code project and set up a Unity project for production. Finally, you will discover how to create the GameManager class to manage the game play loop, generate game levels, and develop a simple UI for the game. By the end of this book, you will have mastered the art of applying C# in Unity. Style and approach This is a step-by-step guide to developing a game from scratch by applying the fundamentals of C# and Unity scripting.
As one of the important education subjects’ mathematics difficulties can lead to tension and be described as the most hated or feared subject. This study aims to create a puzzle game application with ...RPG elements called WizardOfMath to increase a user's interest in mathematics subject. The research method includes a method called Game Development Life Cycle (GDLC), which has a pre-production stage that is suitable for game development rather than the Waterfall method. A game application is built based on the prior requirement gathering. The evaluation was arranged using the Game Experience Questionnaire (GEQ) survey which is performed by providing an online form to the public. Reliability test of GEQ modules meets Cronbach's Alpha value above 0.7 and the validity test of the r table is greater than 0.05. The results calculation of the Game Experience Questionnaire (GEQ) from a total of 55 participants and 3 modular structures, which are the Core module, In-game Module, and Post-game Module obtained an average score of 4.06, 3.88, and 3.57 for positive aspects and 2,72, 2.67, and 2,61 for the negative aspect. The contribution of this study shows this puzzle game application with RPG elements decreased user tension and the negative effect of being involved with mathematics subjects.
About This BookBuild multi-device games, letting the framework do all the heavy lifting!Spruce up your games with easy-to-apply animations, particle effects, and physics simulationQuickly implement ...and test your own game play ideas, with an eye for optimization and portabilityWho This Book Is ForIf you are a game enthusiast who would like to develop and publish your own game ideas onto different app stores, this is the book for you. Some knowledge of C++ or Java is helpful but not necessary.