National Repository of Grey Literature 18 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
Autopsy
Hofmann, Petr Eric ; Záhora, Zdeněk (referee) ; Vaněk, Vojtěch (advisor)
This bachelor thesis is focused on digital games, namely the creation of game objects and virtual space. An existing room was used as the main object, which was the auditorium at FFA. The outcome of this project is a computer app bringing users the possibility to explore the digital model of the auditorium. The digital technologies are providing us with a completely different point of view regarding the already existing room. The video game's interactive principles allow us to look closer at the image layers, called textures, responsible for the final look of a game object. The emphasis of this project is to communicate mainly with the help of visual language which will reduce the need for greater amount of textual information towards the user. The content can be unlocked by navigation through an intuitive user interface, an ingame tool to control the play. The title "Autopsy" was chosen as an allegory to the process of finding and gaining new information and experience thanks to the dismantling of a researched subject just to its main core. The autopsy room is not just a room, where the action happens, it is the action itself.
Extension of Unity Development Platform for Visual Programming
Horký, Lukáš ; Hynek, Jiří (referee) ; Kreslíková, Jitka (advisor)
The goal of the thesis is to create an extension for Unity Development Platform that will allow creation of computer games from design of game logic to scene programming on visual level. The extension forms an abstract layer between designers, who manage game objects on logic level, and programmers, who are responsible for implementation of parts that can't be created automatically. It then facilitates some designing processes and iterations by eliminating the need of manual programming in places that can by automate and allows to concentrate on the design process itself.
"Some trees flourish, others die?": Opportunities and Problems of the Video game Canon
BRIXÍ, Václav
The paper attempts to enter current discussions related to the perception of video games as art. The thesis will focus primarily on the emergence of the video game canon, and will trace the evolution of this entertainment industry towards an increasingly institutionalised reception and evaluation of video games. This development will be examined both in academic context, with attention paid, for example, to the emergence of university departments and scholarly monographs on the history of video games. At the same time, the author will focus on non-academic strategies of value creation, such as the operation of the The Game Awards event, or the efforts to establish a normative genre-based system of video game creation and evaluation by game developers, journalists, and emerging critics. Methodologically, the thesis will draw on the theory of the canon of other arts, with particular attention to the development of the film canon as an example of the establishment of a new art and its institutionalization during the 20th century.
Non-Euclidean VR Game
Vašek, Matej ; Milet, Tomáš (referee) ; Vlnas, Michal (advisor)
This work deals with the design and implementation of a logical genre video game which experiments with non-euclidean space. Such space is characterized by the fact that it often denies the basic geometric rules of conventional euclidean space. The game is designed for one player and is intended for peripheries of virtual reality. The implementation of the game was carried out in the development environment Unity with the use of the C# programming language. The work contains informations about the principles and methods of creating non-euclidean elements as well as solutions to general problems associated with traditional VR game. One of the main mechanics of the game is the so-called portal, which can be described as a surface connecting two distant spaces. The text contains not only the concept of implementing such a mechanism but also surrounding aspects such as realistic physical interaction, visual representation, ways of teleporting between portals and various optimization techniques that allow efficient implementation of such a system. The final game also contains several levels in the form of logical puzzle levels that demonstrate various ways of using portals. Such a system is not only usable as a game mechanic that is presented to the user but also as an assistive tool that facilitates the logical arrangement of a 3D scene or as a way to expand the often limited physical VR space.
Design and Implementation of Racing Computer Game
Dvořák, Tomáš ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
The aim of this thesis is to create a racing game in order to revive this genre. The game is developed in Unity game engine and uses similar elements from other popular titles. However, it is most reminiscent of Trackmania. The player drives around in a course and tries to beat preset times. There are five ratings in total – none, bronze, silver, gold, platinum. The thesis does not only describe the implementation of said game, but it also contains the data gathered from testing and major changes made thanks to user responses.
Design and Implementation of 2D Video Game in Game Engine Godot
Kurtin, Tomáš ; Munzar, Milan (referee) ; Čadík, Martin (advisor)
Cílem práce je narvrhnout a vytvořit novou 2D hru v herním engine Godot. Práce začala návrhem, který se zaměřil na zkoumání již existujících her. Podle získaných poznatků byla vytvořena sada schopností, které hráč bude moci použít. Dále byl vytvořen návrh světa a příběhu, který se v něm odehrává. Jako hlavní mechanika nové hry byla zvolena rychlost z důvodu pomalu působících her z žánru Metroidvania. Rychlost generuje energii, která posilňuje útoky a umožňuje hráči provádět další schopnosti. Celý návrh byl poté implementován v herním engine Godot, který je vývojovým prostředím pro hry. Implementace se zaměruje na vyprávění příběhu a na plynulost a rychlost pohybu.
Autopsy
Hofmann, Petr Eric ; Záhora, Zdeněk (referee) ; Vaněk, Vojtěch (advisor)
This bachelor thesis is focused on digital games, namely the creation of game objects and virtual space. An existing room was used as the main object, which was the auditorium at FFA. The outcome of this project is a computer app bringing users the possibility to explore the digital model of the auditorium. The digital technologies are providing us with a completely different point of view regarding the already existing room. The video game's interactive principles allow us to look closer at the image layers, called textures, responsible for the final look of a game object. The emphasis of this project is to communicate mainly with the help of visual language which will reduce the need for greater amount of textual information towards the user. The content can be unlocked by navigation through an intuitive user interface, an ingame tool to control the play. The title "Autopsy" was chosen as an allegory to the process of finding and gaining new information and experience thanks to the dismantling of a researched subject just to its main core. The autopsy room is not just a room, where the action happens, it is the action itself.
How children of younger school-age play the video game Minecraft
Zemaník, Martin ; Hrabec, Ondřej (advisor) ; Klusák, Miroslav (referee)
This bachelor's thesis aims to explore how children of younger school-age play Minecraft. Through the method of unstructured interview, it explains the immense popularity of the game amongst its younger players and describes how they make use of what the game allows them to do. The thesis presents Minecraft as a combination of multiple games through which it is possible to dynamically switch. Further it describes how the game is able to imitate the structure of psychological development which takes place in the younger school-age. KEWORDS game, videogame, traditional children games, younger school-age, Minecraft

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