National Repository of Grey Literature 23 records found  1 - 10nextend  jump to record: Search took 0.02 seconds. 
Vertical level design
Mrkus, Matyáš ; Záhora, Zdeněk (referee) ; Vaněk, Vojtěch (advisor)
The bachelor's thesis focuses on the development of a game space for a group studio project, the output of which is a playable prototype of the game route. It deals with design from the point of view of verticality connected with maximum use of minimum space. With its approach, it tries to refute characteristics such as linearity and flatness, and further identify and define the principles of guiding the player in relation to an impressive gaming experience. Its goal is to find a method for consistently effective design and routing of the game space for the single-player FPS game genre and apply it to a playable prototype of the studio project. To identify the principles, an analysis of a case study of the game title "Dark Souls" (FromSoftware, 2011) was used, the findings of which are subsequently listed in a clear list applicable to any game project.
Implementation of a computer game with themes of board and card games
Haraším, Richard ; Strouhal, Jonáš (referee) ; Vaněk, Vojtěch (advisor)
Thesis presents the design and implementation of a demo version of a roguelite-style computer game that combines elements of board and card games. The thematic focus is on the treatment of purgatory and the phenomenon of mutations. The author explores the possibilities of adapting the genre to new approaches. In particular, issues of automation and procedural environments. Based on his previous work, the author focuses on working with 2D graphics and specific game mechanics. The visuals will work with a dark to horror atmosphere and aesthetic. The goal is to present the complete process of creating a computer game and present a working demo. Part of the overall vision of the project is to design the marketing strategy, business model and how to complete the game into a full version.
Mist
Volkova, Zoya ; Kudělka, Vladimír (referee) ; Vaněk, Vojtěch (advisor)
The "Mist" is a visual narrative project on the border between 2D digital games and interactive animation. The virtual space here thematically take place between key words such as dream, sleep, limbo, phase of sadness, phase of dying. Subsequently, a form of metaphor is elaborated with the help of a non-existent landscape with specific elements (trees, plants, and others). Road through the countryside, road through the mist. Part of the movement of virtual space is a survey of linear processing over time.
ENOUGH
Giertlová, Elena ; Smetana, Matěj (referee) ; Vaněk, Vojtěch (advisor)
Project deals with the development of a 2D, roleplaying videogame for the computer platform. Theoretical part of the thesis is focused on background of pixelart in videogames, as well as game and storytelling cliche, while both of these aspects are used in the final project. Practical part is the design of characters, enviroment and scenes, and the complete realization of a prototype for pixelart videogame named ENOUGH, with the visual of retro games for old platforms. Its story is being shown as a cliche as well, though with the strong symbolism refering to authors psychique and on the mental health or memories.
Time lapse travel
Sodomková, Natálie ; Smetana, Matěj (referee) ; Vaněk, Vojtěch (advisor)
Project "Time lapse travel" is simple 2D adventure game, placed in real environment of Vodarensky les near Svitavy. Content is about fairy tales, folklore, time, magic realism and my own personal mythology. My goal is to create a specific atmosphere with stylization of the theme and distinctive visual art style. Whole project is a connection of experiments and digital games together to ask the question if its posssible for the interaction to provide a subjective atmosphere.
FPS
Konečný, Dominik ; Kudělka, Vladimír (referee) ; Vaněk, Vojtěch (advisor)
This text documents the creation of a prototype of core systems in a digital FPS (first person shooter) game. There are two goals. One is to fulfill all the requirements of the genre and to follow up on its history. The second one is to try and find new approaches to individual elements from the design perspective, but also their connections and controls. The elements themselves are movement (walking, running, jumping etc) and combat (shooting, aiming, enemies and their capabilities and intelligence). Also the work is about finding ways how to transmit information through immersive user interface, mainly virtual hands and items. Throughout the work I focus on the elements one at a time. First I shortly describe what they are and their purpuse, then a bit about their history and in the end I describe my approach.
erLett
Jenikovský, Daniel ; Kudělka, Vladimír (referee) ; Vaněk, Vojtěch (advisor)
In my bachelor thesis, I experiment to create an author's visual language in the form of a 3D real-time rendering. Later, I add audio and music components to the visual and create game mechanics. In this work, I give up the existing methods and implementations of stylization in 3D rendering and create a new language based on the multiplication of color areas and lines. When creating the audio, I use noise as a source signal, which is then used in various types of synthesis. All elements are created with theme self-portrait.
Movement
Rišiaňová, Zuzana ; Janoščík,, Václav (referee) ; Vaněk, Vojtěch (advisor)
The diploma project Move is a simple 3D digital game in the genre typology of platform games, specifically of an atmospheric-meditative nature, with elements of a walking simulator from a third-person perspective shooter (TPS). Its interactive content is based on topics such as portraits, wandering, meditation, painting and personal mythology. Through the author's stylization of the theme and graphic processing, my goal is to create a playable prototype of a digital game containing interactive elements, with a controllable character named Mo and the atmospheric environment of the levels through which the player passes. Using the medium of digital games, I would like to point out the possibilities of communication means, that it offers within the art world.
Nav
Serebrianska, Daria ; Záhora, Zdeněk (referee) ; Vaněk, Vojtěch (advisor)
The topic of the diploma thesis is the creation of a computer game of the platform genre called "Nav". The work examines the stages of game creation and the position of games in contemporary art. The purpose of this work is to create a game based on Slavic, especially Ukrainian, mythology.
The Gray Man
Haraším, Richard ; Záhora, Zdeněk (referee) ; Vaněk, Vojtěch (advisor)
I focus on developing original digital game The Gray Man in the point & click adventure genre from the position of a indie developer, creating all segments of the game on my own. Primarily by seeking a synthesis of the serial killer personality from first-person view and the gameplay experience, which is mediated by the transfer of 3D space into a 2D closed world where, despite the various limitations of player movement, game mechanics and interactivity by simply clicking the mouse, I strive for a specific design of the main character's movement and associated controls. The main objective of this thesis is to convey these new approaches in interaction with the environment and the theme of the game itself. A parallel goal is also produce a fully playable version of the game.

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