Being a Realistic Master: Creating Props and Environments Design for AAA Games

Authors

  • Harshith Desamsetti Software Engineer, Tata Consultancy Services (TCS), USA
  • Karu Lal Integration Engineer, Ohio National Financial Services, USA

DOI:

https://doi.org/10.18034/ajhal.v6i2.701

Keywords:

Game Design, Game Development, Creative Thinking, Problem-Solving, Digital Literacy, Serious Game Simulation

Abstract

To maximize the potential of computer games beyond entertainment, it is crucial to lower design and development costs and delegate production to domain specialists. While specialists may be interested in incorporating games, they often need more technical expertise to design or customize games for their requirements. To simplify game creation and improve user experience, we suggest defining games as a mixture of simpler games developed through combinatorial creativity. This method avoids the cognitive strain of learning a new design language. Along with speeding up game descriptions, designers might use a set of archetypical games to achieve their goals rather than starting from scratch. The design technique is enhanced by a game platform that provides authoring tools for exporting game designs to XML files and a game engine that automatically generates a 3D virtual world for play. This study explored how this approach allows designers to build games and evaluate their validity through play iteratively. Here, the combinatorial technique was assessed in two focus groups, demonstrating its viability and appeal among technical and non-technical users.

Metrics

Metrics Loading ...

Downloads

Download data is not yet available.

References

Alkawaz, M. H., Basori, A. H., Mohamad, D., Mohamed, F. (2014). Realistic Facial Expression of Virtual Human Based on Color, Sweat, and Tears Effects. The Scientific World Journal, 2014, 1-9. https://doi.org/10.1155/2014/367013 DOI: https://doi.org/10.1155/2014/367013

Ballamudi, V. K. R., & Desamsetti, H. (2017). Security and Privacy in Cloud Computing: Challenges and Opportunities. American Journal of Trade and Policy, 4(3), 129–136. https://doi.org/10.18034/ajtp.v4i3.667 DOI: https://doi.org/10.18034/ajtp.v4i3.667

Buyuksalih, I., Bayburt, S., Buyuksalih, G., Baskaraca, A. P., Karim, H., and Rahman, A. A. (2017). 3d Modelling and Visualization Based on the Unity Game Engine – Advantages and Challenges. ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences, IV-4/W4, 161-166. https://doi.org/10.5194/isprs-annals-IV-4-W4-161-2017 DOI: https://doi.org/10.5194/isprs-annals-IV-4-W4-161-2017

Chen, Y. (2013). Studies on Web Game Interface Design. Applied Mechanics and Materials, 401-403, 1756-1759. https://doi.org/10.4028/www.scientific.net/AMM.401-403.1756 DOI: https://doi.org/10.4028/www.scientific.net/AMM.401-403.1756

Dekkati, S., & Thaduri, U. R. (2017). Innovative Method for the Prediction of Software Defects Based on Class Imbalance Datasets. Technology & Management Review, 2, 1–5. https://upright.pub/index.php/tmr/article/view/78

Deming, C., Dekkati, S., & Desamsetti, H. (2018). Exploratory Data Analysis and Visualization for Business Analytics. Asian Journal of Applied Science and Engineering, 7(1), 93–100. https://doi.org/10.18034/ajase.v7i1.53 DOI: https://doi.org/10.18034/ajase.v7i1.53

Desamsetti, H. (2016a). A Fused Homomorphic Encryption Technique to Increase Secure Data Storage in Cloud Based Systems. The International Journal of Science & Technoledge, 4(10), 151-155.

Desamsetti, H. (2016b). Issues with the Cloud Computing Technology. International Research Journal of Engineering and Technology (IRJET), 3(5), 321-323.

Desamsetti, H. (2018). Internet of Things (IoT) Technology for Use as Part of the Development of Smart Home Systems. International Journal of Reciprocal Symmetry and Theoretical Physics, 5(1), 14-21.

Desamsetti, H., & Mandapuram, M. (2017). A Review of Meta-Model Designed for the Model-Based Testing Technique. Engineering International, 5(2), 107–110. https://doi.org/10.18034/ei.v5i2.661 DOI: https://doi.org/10.18034/ei.v5i2.661

Gareth, E., Li, H., & Bin, W. (2015). BIM-based collaborative and interactive design process using computer game engine for general end-users. Visualization in Engineering, 3(1), 117. https://doi.org/10.1186/s40327-015-0018-2 DOI: https://doi.org/10.1186/s40327-015-0018-2

Gillern, S. V., Zina, A. (2016). Games and Game-based Learning in Instructional Design. The International Journal of Technologies in Learning, 23(4), 1-7. https://doi.org/10.18848/2327-0144/CGP/v23i04/1-7 DOI: https://doi.org/10.18848/2327-0144/CGP/v23i04/1-7

Gutlapalli, S. S. (2016a). An Examination of Nanotechnology’s Role as an Integral Part of Electronics. ABC Research Alert, 4(3), 21–27. https://doi.org/10.18034/ra.v4i3.651 DOI: https://doi.org/10.18034/ra.v4i3.651

Gutlapalli, S. S. (2016b). Commercial Applications of Blockchain and Distributed Ledger Technology. Engineering International, 4(2), 89–94. https://doi.org/10.18034/ei.v4i2.653 DOI: https://doi.org/10.18034/ei.v4i2.653

Gutlapalli, S. S. (2017a). Analysis of Multimodal Data Using Deep Learning and Machine Learning. Asian Journal of Humanity, Art and Literature, 4(2), 171–176. https://doi.org/10.18034/ajhal.v4i2.658 DOI: https://doi.org/10.18034/ajhal.v4i2.658

Gutlapalli, S. S. (2017b). The Role of Deep Learning in the Fourth Industrial Revolution: A Digital Transformation Approach. Asian Accounting and Auditing Advancement, 8(1), 52–56. Retrieved from https://4ajournal.com/article/view/77

Gutlapalli, S. S. (2017c). An Early Cautionary Scan of the Security Risks of the Internet of Things. Asian Journal of Applied Science and Engineering, 6, 163–168. Retrieved from https://ajase.net/article/view/14

Lal, K. (2015). How Does Cloud Infrastructure Work?. Asia Pacific Journal of Energy and Environment, 2(2), 61-64. https://doi.org/10.18034/apjee.v2i2.697 DOI: https://doi.org/10.18034/apjee.v2i2.697

Lal, K. (2016). Impact of Multi-Cloud Infrastructure on Business Organizations to Use Cloud Platforms to Fulfill Their Cloud Needs. American Journal of Trade and Policy, 3(3), 121–126. https://doi.org/10.18034/ajtp.v3i3.663 DOI: https://doi.org/10.18034/ajtp.v3i3.663

Lal, K., & Ballamudi, V. K. R. (2017). Unlock Data’s Full Potential with Segment: A Cloud Data Integration Approach. Technology & Management Review, 2(1), 6–12. https://upright.pub/index.php/tmr/article/view/80

Lal, K., Ballamudi, V. K. R., & Thaduri, U. R. (2018). Exploiting the Potential of Artificial Intelligence in Decision Support Systems. ABC Journal of Advanced Research, 7(2), 131-138. https://doi.org/10.18034/abcjar.v7i2.695 DOI: https://doi.org/10.18034/abcjar.v7i2.695

Mandapuram, M. (2016). Applications of Blockchain and Distributed Ledger Technology (DLT) in Commercial Settings. Asian Accounting and Auditing Advancement, 7(1), 50–57. https://4ajournal.com/article/view/76

Mandapuram, M. (2017a). Application of Artificial Intelligence in Contemporary Business: An Analysis for Content Management System Optimization. Asian Business Review, 7(3), 117–122. https://doi.org/10.18034/abr.v7i3.650 DOI: https://doi.org/10.18034/abr.v7i3.650

Mandapuram, M. (2017b). Security Risk Analysis of the Internet of Things: An Early Cautionary Scan. ABC Research Alert, 5(3), 49–55. https://doi.org/10.18034/ra.v5i3.650 DOI: https://doi.org/10.18034/ra.v5i3.650

Mandapuram, M., & Hosen, M. F. (2018). The Object-Oriented Database Management System versus the Relational Database Management System: A Comparison. Global Disclosure of Economics and Business, 7(2), 89–96. https://doi.org/10.18034/gdeb.v7i2.657 DOI: https://doi.org/10.18034/gdeb.v7i2.657

Mandapuram, M., Gutlapalli, S. S., Bodepudi, A., & Reddy, M. (2018). Investigating the Prospects of Generative Artificial Intelligence. Asian Journal of Humanity, Art and Literature, 5(2), 167–174. https://doi.org/10.18034/ajhal.v5i2.659 DOI: https://doi.org/10.18034/ajhal.v5i2.659

Mat, R. C., Shariff, A. R. M., Zulkifli, A. N., Rahim, M. S. M., Mahayudin, M. H. (2014). Using game engine for 3D terrain visualization of GIS data: A review. IOP Conference Series, Earth and Environmental Science, 20(1), 1-11. https://doi.org/10.1088/1755-1315/20/1/012037 DOI: https://doi.org/10.1088/1755-1315/20/1/012037

Navarrete, C. C. (2015). Creative Thinking in K-12 Education: Game Design and Development Curricula for Digital Literacies and 21st Century Learning. International Journal of Computer Research, 22(1), 1-24.

Suzy, J., Haytham, S., Diane, S. (2016). It's All in the Game: A 3D Learning Model for Business Ethics. Journal of Business Ethics: JBE, 137(2), 383-403. https://doi.org/10.1007/s10551-015-2557-9 DOI: https://doi.org/10.1007/s10551-015-2557-9

Thaduri, U. R., Ballamudi, V. K. R., Dekkati, S., & Mandapuram, M. (2016). Making the Cloud Adoption Decisions: Gaining Advantages from Taking an Integrated Approach. International Journal of Reciprocal Symmetry and Theoretical Physics, 3, 11–16. https://upright.pub/index.php/ijrstp/article/view/77

Thodupunori, S. R., & Gutlapalli, S. S. (2018). Overview of LeOra Software: A Statistical Tool for Decision Makers. Technology & Management Review, 3(1), 7–11.

Worawan, N., Ali, M., Tomohiro, F., Nobuyoshi, Y. (2017). Integrating building information modeling and virtual reality development engines for indoor lighting design. Visualization in Engineering, 5(1), 1-21. https://doi.org/10.1186/s40327-017-0058-x DOI: https://doi.org/10.1186/s40327-017-0058-x

Zarraonandia, T., Diaz, P., Aedo, I. (2017). Using combinatorial creativity to support the end-user design of digital games. Multimedia Tools and Applications, 76(6), 9073-9098. https://doi.org/10.1007/s11042-016-3457-4 DOI: https://doi.org/10.1007/s11042-016-3457-4

Downloads

Published

2019-12-31

Issue

Section

Peer-reviewed Article

How to Cite

Desamsetti, H., & Lal, K. (2019). Being a Realistic Master: Creating Props and Environments Design for AAA Games. Asian Journal of Humanity, Art and Literature, 6(2), 193-202. https://doi.org/10.18034/ajhal.v6i2.701

Most read articles by the same author(s)

1 2 3 4 5 6 7 8 9 10 > >>