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Procedural content generation holds many promises for the design, art, and production of video games. It also poses a number of challenges. This paper concentrates on the procedural generation of game spaces. We specifically argue for a connection of a player's agency with the procedural world generation. First, space generation in games is broken down into(More)
Game studies, as a humanistic discipline, has no defined limits to its coverage, no single methodology, and no clear historical boundary. In short, the creation of a curriculum around games is an emerging practice in which research and education, theory and practice, art and commerce, and existing disciplinary boundaries all continue changing in challenging(More)
We suggest that the dramatically engaging mediation of an experience of place should be built in as a fundamental capability of a compelling and meaningful virtual environment (VE). Our main objective is to develop flexible interactive techniques that supply VE's with a coherent context and make the resulting 'virtual place' available to the user in a(More)
We report on a project which is exploring how the technology and language of computer games can be used to create novel resources for anatomy education. We present our experiences of developing a simple anatomy game, with an emphasis on software development issues, and offer this as a case study for those wishing to create 3D educational content within an(More)
This paper outlines the interdisciplinary nature, collaborative work patterns and role of aesthetics in the Cuthbert Hall Virtual College research project at the Cambridge University Moving Image Studio (CUMIS) and the Centre for Applied Research in Education Technology (CARET). The project identifies key properties of dramatically engaging real-time(More)
This paper investigates Bal's concept of focalization for 3D video games. First, the argument traces focalization in the historical development of camera strategies in 3D video games. It highlights the detachment of the camera into an own interactive operator. Then, it exemplifies the visual focalization in video games using two case studies. In the(More)
Emergent game formats, such as machinima, that use game worlds as expressive 3D performance spaces have new expressive powers with an increase of the quality of their underlying graphic and animation systems. Nevertheless, they still lack intuitive control mechanisms. Set direction and acting are limited by tools that were designed to create and play video(More)
As procedural content becomes a more appealing option for game development, procedurally determined context is necessary to structure and make sense of this content. We find that a useful means to structure content in 3D games is the quest. The task of generating necessary context then becomes one of quest generation. This paper describes how we implemented(More)