National Repository of Grey Literature 5 records found  Search took 0.01 seconds. 
Design and Implementation of a Game for Nintendo Game Boy
Krejčíř, Štěpán ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
This bachelor's thesis briefly introduces the reader to the context surrounding the launch of the handheld console Nintendo Game Boy. It focuses on the development process for this console, lists the console's quirks that are essential to know in order to write effective code, and suggests solutions to some common problems. The practical part describes the design and implementation of a rhythm game for Game Boy using C language and GBDK-2020 toolkit.
Key Differences Between Japanese and Western Video Games
Agazhanova, Anara ; Rujbrová, Šárka (referee) ; Krhutová, Milena (advisor)
Tato práce se zaměřuje na identifikaci rozdílů stejně jako nalezení podobností v prvcích designu role-playing videoher. Rozdíly mezi západními a japonskými role-playing hrami ilustrují, jak kulturní aspekty ovlivňují proces vývoje her. Teoretická sekce práce se zaměřuje na základní principy japonského umění, jeho formy a estetiku, což jsou faktory, které stojí za současnou japonskou herní tvorbou. Je popsán jedinečný charakter japonských her ve srovnání s hrami v západním stylu, stejně jako důvody vedoucí k těmto rozdílům. Tři RPG herní tituly jsou porovnány z hlediska uživatelského rozhraní, grafického designu a vlastností postav.
Design and Implementation of a Game for Nintendo Game Boy
Krejčíř, Štěpán ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
This bachelor's thesis briefly introduces the reader to the context surrounding the launch of the handheld console Nintendo Game Boy. It focuses on the development process for this console, lists the console's quirks that are essential to know in order to write effective code, and suggests solutions to some common problems. The practical part describes the design and implementation of a rhythm game for Game Boy using C language and GBDK-2020 toolkit.
Key Differences Between Japanese and Western Video Games
Agazhanova, Anara ; Rujbrová, Šárka (referee) ; Krhutová, Milena (advisor)
Tato práce se zaměřuje na identifikaci rozdílů stejně jako nalezení podobností v prvcích designu role-playing videoher. Rozdíly mezi západními a japonskými role-playing hrami ilustrují, jak kulturní aspekty ovlivňují proces vývoje her. Teoretická sekce práce se zaměřuje na základní principy japonského umění, jeho formy a estetiku, což jsou faktory, které stojí za současnou japonskou herní tvorbou. Je popsán jedinečný charakter japonských her ve srovnání s hrami v západním stylu, stejně jako důvody vedoucí k těmto rozdílům. Tři RPG herní tituly jsou porovnány z hlediska uživatelského rozhraní, grafického designu a vlastností postav.
Analysis of business models in the gaming industry
Hejcman, Marek ; Koubský, Petr (advisor) ; Šimůnek, Martin (referee)
The topic of this thesis is to analyze the business models currently used in the gaming industry. The aim is to provide a comprehensive overview of the current economic situation of the industry, distribution channels, used technologies and business practices from the perspective of all market participants. The theoretical part is due to less frequent topic devoted to the description of all entities of gaming industry. It analyzes not only all the actors involved in the development of video games and their subsequent sale but also the technical tools used to play games and also the players themselves. Video games are divided into two main streams (hardcore and casual) which also determine the structure and analysis. The analytical part focuses on capturing the most widely used business models and their combination for the sale of the video games. Models are then categorized into two groups (goods and services) and represent two different approaches to pricing scenarios. For each business model describes the basic principle, its pros and cons, the factors influencing the successful implementation and an example of the use of the model in practice. The analysis also includes the socio-economic profiles of two major market segments. In conclusion, based on the current developments and current trends in the field across the gambling industry the work tries to predict the future development of business models and for video games respectively. the whole industry.

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