2006
DOI: 10.1145/1111293.1111300
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Computer game-flow design

Abstract: Computer games are a rapidly growing segment of the entertainment industry. Design and development of modern computer games can be a complex activity involving many participants from a variety of disciplines. However, computer game design approaches typically appear to be less formalised than those used for other types of software systems. In this article we describe an approach to computer game-flow design intended for the design of individual game levels within a computer game and demonstrate its application… Show more

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Cited by 21 publications
(16 citation statements)
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“…Specially, simulated situations (Figs. [4][5][6][7][8][9][10][11][12][13] have changed along with respect to causality event and object's existence and states. The specific contents of those changes, namely, birth and death and state change, are substantiated in the events (or phenomena), which also dictated by their associated event and natural laws.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Specially, simulated situations (Figs. [4][5][6][7][8][9][10][11][12][13] have changed along with respect to causality event and object's existence and states. The specific contents of those changes, namely, birth and death and state change, are substantiated in the events (or phenomena), which also dictated by their associated event and natural laws.…”
Section: Methodsmentioning
confidence: 99%
“…However, computer game design approaches typically appear to be less formalized than those used for other types of soft-ware systems [4].…”
Section: Introductionmentioning
confidence: 99%
“…Based on the user commands from the game user, the input/output modeling will be formed accordingly based on the environment and contents rules [7,8,13]. …”
Section: Figure 2 Immersive Virtual Reality Flow Chartmentioning
confidence: 99%
“…The use of wearable immersive user interfaces was indicated, such as HMD, in order to receive video output and generate 3D virtual spaces and through the gesture modeling for data input process. Figure 2 shows flowchart for the virtual work space module modeling that indicates all possible functions and applications [7,8,11].…”
Section: Introductionmentioning
confidence: 99%
“…However, the students were taught that there can also be a scientific aspect to storyboards. The storyboard can show the linear flow of events within a scene or animation, but can also be adapted to show how the flow might move between different paths based upon logic controlling the flow of the game, which is determined by the input of the game player [Taylor et al 2006]. In addition to logic controlling the game paths represented by a storyboard, the students were also encouraged to view storyboards as being able to describe the functionality of the frames within a scene.…”
Section: Teaching Strategy: Science Versus Art In Computer Games Devementioning
confidence: 99%