National Repository of Grey Literature 6 records found  Search took 0.00 seconds. 
Application Development for Xbox 360
Kajan, Rudolf ; Plchot, Oldřich (referee) ; Herout, Adam (advisor)
This thesis deals with game development on the Xbox 360 platform and implementation of a starter kit for this platform. After introduction of the Xbox 360 as a modern and very powerful gaming console, the XNA technology that makes development of games for console possible for the first time in history not only for professionals but also for amateurs, is introduced. The next part mentions existing starter kits for 3D XNA games, existing tools widely used to analyze implemented solution with focus on performance and tools commonly used for game content creation. The main part of thesis is dedicated to design, implementation and testing of a real time strategy starter kit prototype, with emphasis on efficiency, understandability and usability by XNA community members in mind.
Multi-Platform Game Built on XNA
Chramosil, Marek ; Kajan, Rudolf (referee) ; Zachariáš, Michal (advisor)
This bachelor's thesis describes creation of multi-platform 3D space game written in XNA Framework 4.0 and running on PC and Xbox 360. At first it introduces technologies used in the game, including hardware and capabilities of the Xbox 360 game console. Subsequently it covers design, implementation and optimization of said game. In the last part it describes prerequisities and  differences of Xbox 360 development, including console specific optimizations. It also outlines posibility of porting the game to the Windows Phone platform.
Multi-Platform Game Built on XNA
Chramosil, Marek ; Kajan, Rudolf (referee) ; Zachariáš, Michal (advisor)
This bachelor's thesis describes creation of multi-platform 3D space game written in XNA Framework 4.0 and running on PC and Xbox 360. At first it introduces technologies used in the game, including hardware and capabilities of the Xbox 360 game console. Subsequently it covers design, implementation and optimization of said game. In the last part it describes prerequisities and  differences of Xbox 360 development, including console specific optimizations. It also outlines posibility of porting the game to the Windows Phone platform.
Educational Game on XNA Platform
Vlková, Lenka ; Jošth, Radovan (referee) ; Herout, Adam (advisor)
This work deals with design and implementation of a game based on the XNA platform. It describes the platform and its possibilities of game development for both the PC and the Xbox 360 console. The implemented game is called NanoHeal and it is about the treatment of various health problems. The work also investigates graphic techniques such as non-photorealistic rendering, the depth of field effect and particle systems. These techniques are used to achieve the distinguished look of the game. Key features of the game were evaluated in the online questionnaire.
Application Development for Xbox 360
Kajan, Rudolf ; Plchot, Oldřich (referee) ; Herout, Adam (advisor)
This thesis deals with game development on the Xbox 360 platform and implementation of a starter kit for this platform. After introduction of the Xbox 360 as a modern and very powerful gaming console, the XNA technology that makes development of games for console possible for the first time in history not only for professionals but also for amateurs, is introduced. The next part mentions existing starter kits for 3D XNA games, existing tools widely used to analyze implemented solution with focus on performance and tools commonly used for game content creation. The main part of thesis is dedicated to design, implementation and testing of a real time strategy starter kit prototype, with emphasis on efficiency, understandability and usability by XNA community members in mind.
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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