Abstract: "Promoting WPI's Interactive Media and Game Development (IMGD) program at a major
indus
try trade show has the potential to attract new prospective students and broaden industry
awareness of the IMGD program and students. This project designed a booth for PAX East, a
popular gaming exposition in New England. We conducted interviews of student
s, guidance
counselors, and booth experts, and selected appropriate projects to showcase and students to
showcase them. We then designed an advertisement, handouts, and an inviting layout for the
booth, arranging for the necessary equipment and furniture w
ithin the budget constraints. The
IMGD PAX East booth promises to increase the awareness of the IMGD program, exposing
more people to the game development students and program at WPI."
Abstract: "Our study was carried out in order to improve our understanding of the relationship
between 3D audio and video, and user experience in video games. In order to determine the best
way to attempt to measure these effects, we researched several methods of 3D
video and 3D
audio delivery. We decided to use two different games to gauge the effectiveness of 3D video,
Mario Kart 7 and Crysis 2. Due to a small sample size, we were unable to conclude strongly in
either way about many of the factors we believed that 3
D video and audio would effect, but were
able to see an increase in enjoyment and perceived ability from our surveys."
Abstract: "Lifespan
is an Interactive Media and Game Development Major Qualifying P
roject developed in
the Unity game engine over the course of one year by six students.
Lifespan
is a first
-
person puzzle game
in which the player affects objects in the environment by using a time
-
manipulation device. Designed
with a unique spin on standar
d puzzle games,
Lifespan
seeks to add realism, science, and nature to the
environment with new and interesting mechanics."
abstract: "Demon Dissension
provides a strategic twist on the traditional fighting game experience
to players and showcases co
mplex game logic, networking, and fighting game design principles.
Built entirely in the Unity engine and programmed in C#,
Demon Dissension
pits two players
against one another in a battle for glory, challenging them to not only fight against the charact
er
in game, but the strategies being
employed by the actual opponent
. A team of two artists and
two programmers took four terms to create a deep multiplayer battle experience." Becker student Breeze Grigas participated in this project.
"The goal of this Interactive Qualifying Project is to examine game art's influence on people and its aesthetic implication. The video game industry was brought to its prosperity by improvement in technology and the introduction of digital medias. It has developed to be a source of communication from one generation to the next. Game art is a prominent representation of digital art, an art form made possible by current technology. This report discusses how much game art has evolved over the years and how similar game art have or have not become."
"ARM (Adventure Running Machine) is a game engine and editor which can be used to build top-down adventure games without knowing how to program. It includes documentation and tutorials for using the software. Games built utilize the HTML5 canvas for playability in most web browsers."
"This project created an Application Programming Interface (API) for a simulated modular digital game system. Each module consists of a triangle that displays colors at the center and edges, monitors an input and signals from the surrounding modules, and communicates with a computer controller. The API allows users to develop game programs for the system. The simulation runs the game files and displays the results. The focus was on practical coding and design of an instructional game system. The challenges in creating such a system provided a valuable learning environment for us in the areas of user interface design, system tool management and design, human computer interaction, and designing educational platforms"
"what makes a video game replayable and why exactly the replayability of a game should matter to the companies producing the games and the consumers buying them.
Information on replayability is very important to both the companies producing games and the consumers purchasing them. It is necessary for companies to achieve a balance in the amount of replayability a video game possesses. In other words, companies should aim for a certain ―value‖ of game play per dollar. If a game is not replayable, consumers will quickly tire
7
of the game and discard it, as it does not have high replay value. This takes away from the popularity of the game and possible sales from future games in the same series. On the other hand, if the game is too replayable, the consumer may not feel a need to buy any more games and video game companies will be unable to generate a profit. For companies, the value of the game requires a delicate balance to produce a game which will keep players interested long enough for the company to develop a new game before they tire of the game they have, but not too long so that when the company release the new game the buyers are in line waiting for it."
Consideration of how Massachusetts will attract video game companies in light of the PAX East announcement and 38 Studios high profile departure to Rhode Island in 2010