scholarly journals The 3D Computer Game Design Using Java 3D

2012 ◽  
Vol 6-7 ◽  
pp. 1041-1044
Author(s):  
Xin Rui Gao ◽  
De Qing Zhao ◽  
Ping Ping Yao

In this thesis, the two 3D computer games were designed by Java 3D. In the first game, by using 3DMax, one aircraft carrier, one helicopter, submarines, warships, and destroyer escorts etc were designed. By using Loader3DS of MicrocrowLoader in Loader3DS1_2.jar or ModelLoader of Java 3D, these 3D models are loaded into the Java 3D. The second 3D game displays the 3D fighting and collision of tanks. This function is very important for the 3D game design. By using textures, the different appearances of 3D models were designed. By using Java 3D classes such as Alpha and PositionPathInterpolator and Sounds etc, the motions of 3D models and interactions and the sounds were defined.

2011 ◽  
Vol 480-481 ◽  
pp. 956-961
Author(s):  
Chai Gang ◽  
Xiao Yu Huang

This paper studies the application of computer games in the popularization of forestry science knowledge and proposes a method of 3D game development based on Virtools platform, which creates 3D models in 3ds max and Maya, and then realizes the game functions in Virtools. This paper designs and develops a 3D game for the popularization of forestry science, gets a better balance between knowledge and game play, and enhances the users' interaction experience by adding the gamepad, which has great reference and practicability value. Computer games will play an increasingly important role in the popularization of forestry science.


Author(s):  
Penny De Byl

The purpose of this strategy of inquiry is to understand how emotions influence gameplay and to review contemporary techniques to design for them in the aim of devising a model that brings current disparate parts of the game design process together. Emotions sit at the heart of a game player’s level of engagement. They are evoked across many of the components that facilitate gameplay including the interface, the player’s avatar, non-player characters and narrative. Understanding the role of emotion in creating truly immersive and believable environments is critical for game designers. After discussing a taxonomy of emotion, this paper will present a systematic literature review of designing for emotion in computer games. Following this, a conceptual framework for affective design is offered as a guide for the future of computer game design.


2000 ◽  
Vol 28 (3) ◽  
pp. 263-275 ◽  
Author(s):  
Glenn Gordon Smith ◽  
Barry Grant

The prospect of making computer games has often be used to “hook” students into learning programming or cognitive skills. There is, however, little research on using computer game design classes to teach computer skills. This article provides an answer to the question: Can a computer game design course employing the new generation of game authoring tools set middle school students on the path of learning a broad and sophisticated range of computer skills? The answer, based on the senior author's experiences teaching such a course eight times is, Yes. Students learned: an authoring system specifically designed for creating computer games; Windows 95 file management and other basic computer literacy skills; how to integrate outputs from several programs in one project—a form of computer literacy vital for multi-media designers; “if-then-else” logic; and rudimentary knowledge of programming with real-time events. Students also mastered a process for creating unique games and developed skills as autonomous learners.


Author(s):  
Seth Andrew Hudson

This chapter argues that the study of game design in higher education has the power to directly impact changes in the current culture of the computer game industry, doing so through the incorporation of reflective practice in coursework and teacher practice. Highlighting the unique challenges faced by computer game design faculty and programs, along with challenges students face when seeking employment post-graduation, the author frames questions of student culture and identity as they relate to discipline-specific traditions and the games industry. The discussion calls for the leveraging of the prior knowledge students have as players and many faculty have through industry experience, and concludes with recommendations for adopting reflective practice across computer game design in higher education.


2021 ◽  
Vol 10 (78) ◽  

Computer games, which cover a large part of today's entertainment world, are increasingly important in digital media. With the developments in technology, computer game design has moved to different dimensions in the game industry. From a visual point of view, the line between games and real life has become very thin. The fact that the visual features of computer games are creative, unique and innovative beyond the relationship with the genre and main elements of the games brings the concept design of the game to the fore. Concept designers who can blend creative ideas with visual designs are needed in the production of computer games. The fact that concept design, the idea and visual expression at the beginning of the projects are seen as the most important stage in the computer game industry and many business areas, carefully reveals the place of this field in the sector. During the preparation of this study, the limitation of the studies and texts on concept design was seen as a problem. scientific studies on the profession's perception of the concept of design in Turkey could not be found. It is hoped that this study, which examines the current perception of this profession, will serve as a reference to other researches and researchers and contribute to the raising of awareness about this field in the society. Keywords: Concept design, graphic design, job perception, concept art, computer game graphics


Author(s):  
Patrick Stacey ◽  
Joe Nandhakumar

There is little research into the emotional dimension of creative industry personnel, such as computer game designers, and how emotions relate to their creative practices and work-related events. Such socioemotional work is the focus of this chapter. There is a practice-centered relevance to this topic too – it is reported that there exists a poor quality of life in many global game studios. Given our deficient knowledge of emotions in computer game development, and the practical resonance of this topic, our key research question is: What emotions, creative practices and work-related events characterize emotional journeys in computer game design teams, and how do these characteristics inter-relate? To explore and answer this research question, we draw on an in-depth field study of a computer games studio in Singapore. The chapter offers a theory of emotion-mediated improvisation as a coping model for the tumultuous emotional journeys that game developers endure.


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