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Agency Centric Design and Engaging Game Art in VR
Blekinge Institute of Technology.
Blekinge Institute of Technology.
2017 (English)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

This essay is a look into the future of games with new technology at hand, it serves as acloser look at new challenges and ways to overcome those challenges in VR game design.What new untapped way of acting on immersive storytelling can we convey with thisinteractive medium and how can we treat our players sense of agency within a VR world withthe necessary respect it deserves. This paper will dive into the idea of walking a mile insomeone else’s shoes and how to create a believable, narrative driven, non-restrictive gameexperience using aesthetic choices, world interactions and environmental storytelling as ourdesign tools. Aesthetic choices aren’t just a matter of achieving the highest realism thoughgraphical fidelity, instead it requires us to go deeper and look at a more traditional way ofdesigning our games art, to deeper convey immersion through minimalism and environmentaldesign to name a few. The goal is to understand how a world’s environments and the gameart in that environment could affect agency, all to support a more deeply focused, curious andin the end more immersive session of play.A virtual reality game called Norn have been produced alongside this paper to showcasethese features come into play. Norn is a narrative driven experience set in a stylistic old norsesetting where you play as a 18 year old girl named Thora and her sister Eira in a coming ofage story told in a different way.We have concluded that methods like the “Weenie”-method help to produce ways to guideplayers subconsciously but need carefully iterative improvements to work. We have also useddesign methods such as Bartle’s (1996) taxonomy of player types and Schell’s´(2008)“Pleasures” to build an inviting game environment and gameplay around to achieve personalagency. All while streamlining the games art both to overcome technical challenges but alsoto show how stylized environments can help accentuate the intended experiences compared toa realistic one.

Place, publisher, year, edition, pages
2017. , 42 p.
Keyword [en]
VR, Agency, Game Art, Immersion
National Category
Media Engineering
Identifiers
URN: urn:nbn:se:bth-14660OAI: oai:DiVA.org:bth-14660DiVA: diva2:1113596
Subject / course
ME1588 Kandidatarbete i Medieteknik, 30 hp
Educational program
MEGDS Digital Games
Supervisors
Examiners
Available from: 2017-06-26 Created: 2017-06-22 Last updated: 2017-06-26Bibliographically approved

Open Access in DiVA

fulltext(1795 kB)15 downloads
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File name FULLTEXT02.pdfFile size 1795 kBChecksum SHA-512
50387f5dd6a12212a11ff63f258e87b9093b32ef727958a41b599d0738fa88aa3c4452e7a45bea46ed2f928f330ca79efd728b68b6f3acb8ea8cf6e0e21681d6
Type fulltextMimetype application/pdf

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Blekinge Institute of Technology
Media Engineering

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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf