A Game Called Rufus Designing A Syntax Driven Puzzle Game

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One way to evaluate whether a game is successful or not is to measure the engagement invoked in the player. This report presents an iterative design process focused on designing and implementing a syntax driven puzzle game. The purpose of this project was to answer these two questions: “What is the impact of different design strategies on the user’s engagement while playing?” and “What should be considered when applying different level design strategies?”. This was examined by developing a game, A Game Called Rufus, consisting of seven levels. These were designed using three different level design strategies created during the development process. The strategies were tested and evaluated using questionnaires and thematic analysis. The results showed some differences between the three strategies, but overall the experienced engagement were rather similar. It could not be determined with certainty how much the strategies impacted the result, as there were many other factors involved. However, the differences were further investigated and discussed. The strategies were also evaluated from a designer’s perspective in order to present aspects that future designers have to take into consideration if working with these strategies.

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interaction design, puzzle game, Unity, level design, game development, design thinking, hand-drawn illustrations, children’s drawings

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