Breach A 3D horror game designed for immersion and head-mounted displays

Examensarbete för kandidatexamen

Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.12380/203565
Download file(s):
File Description SizeFormat 
203565.pdfFulltext7.6 MBAdobe PDFView/Open
Type: Examensarbete för kandidatexamen
Bachelor Thesis
Title: Breach A 3D horror game designed for immersion and head-mounted displays
Authors: Bristav, Karl
Kaufmann, Robert
Lundkvist, Jesper
Sikander, Erik
Touche, Robin
Odeh, Sam
Abstract: For this thesis, a horror video game has been developed from concept to nished product, with the goal of being as immersive as possible by nding and highlighting techniques that provide a high level of immersion and enjoyment in a horror video game. The presented techniques address what immersion, game design, and asset creation aspects lead to an enjoyable, immersive, and coherent game. Furthermore, an evaluation of the applicability of a head-mounted display was performed to discern if such hardware enhances the game experience and the perceived level of immersion. By performing a literature study on immersion and game design theory, techniques were found and applied to the game, which was developed using an agile methodology. In order to speed up the development process and focus on gameplay and asset creation, the game development tool Unreal Development Kit was used. In addition to the video game Breach, the attained results are the game design and immersion techniques utilized in the game which were found enhancing the game experience, for instance arti cial intelligence, sound design, design for head-mounted displays, and objective design. The implication of this thesis is that horror games, such as Breach, bene t from attaining an increased level of emotional, cognitive, spatial, and sensory immersion. Contributing factors to attaining both enjoyment and immersion of these types are implementing an arti cial intelligence with its own goals, implementing support for a head-mounted display, designing objectives with care, and utilizing a diegetic and partly non-linear sound design.
Keywords: Data- och informationsvetenskap;Computer and Information Science
Issue Date: 2014
Publisher: Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers)
Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)
URI: https://hdl.handle.net/20.500.12380/203565
Collection:Examensarbeten för kandidatexamen // Bachelor Theses



Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.