IGGI students and staff will be showcasing demos supporting their research at the event, at the end of the first day, Wednesday 12th September, 17:40 - 18:20, in room 3.20!
Interactive Game Design Experience
A complete video game made side by side with the research on developing tools for game designers.
A tactile interface for navigation and orientation in game worlds
What does it feel like to know which way your character is going, without having to consult a compass? The feelSpace belt offers continuous tactile feedback of your character’s orientation in the game environment. Will this improve your navigation around the game world? What new kinds of game experience could it make available, in what sort of games – and how could games be developed to take account of this new skill?
Reinventing the wheel: A new physical controller
This wheel controller demo uses a single wooden wheel to control a single virtual wheel in a ludicrously fun frogger-like game.
Procedural Content Generation/Authoring tool for KAMI2
The demo presents a mixed-initiative Procedural Content Generation (PCG) tool for the deterministic flood-fill single-player puzzle-game KAMI2. The PCG engine is based on an evolutionary algorithm that evolves puzzle boards targeting a user-defined level of complexity. The user/designer can interact with each generation authoring specific individuals (aka puzzle boards) in order to influence the features of the next generations. The tool comes with several solvers to estimate roughly or precisely the complexity of a board. The solvers are based on the following techniques: Random Roll-outs, Monte Carlo Tree Search, Rolling Horizon Evolutionary Algorithm.