Guidelines for Visual Scale Design: An Analysis of Minecraft
June 10, 2013
Over the past few decades, many video game devices have been introduced utilizing a variety of screen sizes and input modalities. Due to ongoing research in Human Computer Interaction, user interfaces for these games have been created specifically for each of these devices. However, it is becoming more apparent that video games will seek operate across diff erent screen sizes....
A Game that Scales
May 11, 2013
We posit that visual scale is an important aspect of any video game, and that any changes made to the size of the screen on which the game is played influences the playability of the game for better or worse. We define playability as a measure of how well the developers intentions of the “experience” that the game should provide...
SAGA: A DSL for Story Management
September 05, 2011
Video game development is currently a very labour-intensive endeavour. Furthermore it involves multi-disciplinary teams of artistic content creators and programmers, whose typical working patterns are not easily meshed. SAGA is our first effort at augmenting the productivity of such teams.
SAGA: A Story Scripting Tool for Video Game Development
April 21, 2011
Video game development is currently a very labour-intensive endeavour. Furthermore it involves multi-disciplinary teams of artistic content creators and programmers, whose typical working patterns are not easily meshed. Usually a domain expert has to communicate their ideas to a programmer in order to realize their designs into a final software product. This process of transferring information may introduce error or...