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Senast publicerade
- Sisyphus: A Flash Cartridge Prototype for the Nintendo Entertainment System Using FPGA-Based Hardware Emulation(2026) Abdou, Jowan; Moghaddam, Ali Amini; Gällblad, Daniel; Lindgren, Lucaz; Markström Stenhammar, Elliot; Täng, AlbinThis thesis presents Sisyphus, a flash cartridge prototype for the Nintendo Entertainment System (NES) that utilizes FPGA-based hardware emulation to replace traditional game cartridges. The system architecture employs a modular hardware design utilizing Dynamic Function eXchange (DFX) on the Diligent ZedBoard—a popular development board. This allows for runtime reconfiguration to support different memory mappers, with initial implementations focusing on NROM, UxROM, and MMC1 to provide foundational coverage of the NES game library. To ensure operational stability across asynchronous clock domains, a custom synchronization pipeline was developed to mitigate signal disturbances inherent in the prototype’s physical assembly. Results demonstrate a functional end-to-end pipeline, successfully booting, configuring, and executing NROM-based titles such as Super Mario Bros., Ice Climber, and Donkey Kong on PAL-region consoles. While the prototype exhibits graphical artifacts and significant stability issues caused by the physical assembly—with most tested titles consistently freezing or crashing—it establishes a solid architectural foundation for further research and development. Due to a hardware fault in the debug card used, UxROM and MMC1 mappers were implemented, but could not be validated on hardware.
- Pixel Pals — Design, study, and evaluation of a collaborative game(2026) Andersson, Anton; Björklund, Filippa; Carlsson, Hannes; Krook, Alfons; Lindgren, William; Ohlsson, PhilipThis report measures how collaborative different Game Design Patterns are by creating a four-player collaborative game, holding playtesting sessions, and analyzing the data collected from them. The project used an iterative approach to game creation, and for the analysis, Cooperative Performance Metrics were employed. The project annotates which of the patterns Concurrency, Complementary roles, Synergies between abilities, Shared puzzles, Separation gate, Gathering gate, Encrypted information, Indirect actions, and Shared resources give results in which metrics and tries to give an estimate of what patterns make for the most collaborative experience.
- Development and evaluation of the collaborative three-player game ZooBreak based on game-design theory(2026) Bågenfelt, Ludwig; Hyyppä, Alexander; Jansson, Endre; Jonsson, Linda; Morén, Egil; Munck, EbbaVideo games are an important part of society, providing leisure, social connections, and improved problem solving skills. Video games have traditionally focused on competition, but there is a growing demand for collaboration: games where players work together towards a shared goal. This thesis looks at the design challenges of collaborative play between three players. A player count of three adds more complexity compared to two-player games and remains mostly un-explored in existing research. The purpose of this project is to analyze collaborative game design for three players using a research-through-design approach. An original game titled ZooBreak was developed, building on a theoretical foundation of game design patterns. The game’s levels are based around several collaborative game patterns, notably asymmetric roles, concurrency, and asymmetric information. The game was evaluated through playtesting, where qualitative data is gathered via direct observations and semi-structured interviews with participants. A thematic analysis of the data shows how different design choices affect communication and collaboration. The study then concludes that the implementation of asymmetric roles and concurrency are highly effective for engaging three players, while other patterns, such as separation gates, should be used with caution to avoid player frustration. These findings offer design recommendations for the future development of three-player collaborative video games.
- Regolith - Simulation and Procedural Generation of Planetary Systems(2026) Dahlberg, Jimmy; Hansson, Filip; Ketto, Isaac Johannes; Nilsson, Didrik; Renhult, Simon; Ta, PeterRegolith is a system capable of procedurally generating a planetary system consisting of a star, planets, and moons. Several technical sub-systems were implemented and integrated, including a gravitational N-body simulation, procedural terrain generation using marching cubes, atmospheric rendering, gas giant generation, and level-of-detail optimization. The project achieved its purpose of providing the authors with valuable experience and knowledge in procedural generation, simulation, rendering, and largescale software development. The results of this thesis can benefit other developers by providing insight into the strategies, design decisions, and implementation methods used throughout the project. In particular, the work can serve as a reference for developers interested in creating their own procedural planetary systems or similar large-scale simulations.
- Pixel Pals — Design, study, and evaluation of a collaborative game(2026) Andersson, Anton; Björklund, Filippa; Carlsson, Hannes; Krook, Alfons; Lindgren, William; Ohlsson, PhilipThis report measures how collaborative different Game Design Patterns are by creating a four-player collaborative game, holding playtesting sessions, and analyzing the data collected from them. The project used an iterative approach to game creation, and for the analysis, Cooperative Performance Metrics were employed. The project annotates which of the patterns Concurrency, Complementary roles, Synergies between abilities, Shared puzzles, Separation gate, Gathering gate, Encrypted information, Indirect actions, and Shared resources give results in which metrics and tries to give an estimate of what patterns make for the most collaborative experience.
