You Say Jump, I Say How High? Operationalising the Game Feel of Jumping
Research output: Contribution to conference - NOT published in proceeding or journal › Paper › Research › peer-review
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You Say Jump, I Say How High? Operationalising the Game Feel of Jumping. / Fasterhold, Martin; Pichlmair, Martin; Holmgård, Christoffer.
2016. Paper presented at DiGRA/FDG, Dundee, United Kingdom.Research output: Contribution to conference - NOT published in proceeding or journal › Paper › Research › peer-review
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TY - CONF
T1 - You Say Jump, I Say How High?
T2 - DiGRA/FDG
AU - Fasterhold, Martin
AU - Pichlmair, Martin
AU - Holmgård, Christoffer
N1 - Conference code: 1
PY - 2016
Y1 - 2016
N2 - This paper explores the design of jumping in 2D platform games. Through creating a method for measuring existing games, applying this method to a selection of different platformer games, and analysing the results, the paper arrives at a comprehensive data model for jumping. The model supports the exploration, design and development of new jump implementations. The underlying framework and toolset can be used by game designers to measure, model and analyse movement in platform games
AB - This paper explores the design of jumping in 2D platform games. Through creating a method for measuring existing games, applying this method to a selection of different platformer games, and analysing the results, the paper arrives at a comprehensive data model for jumping. The model supports the exploration, design and development of new jump implementations. The underlying framework and toolset can be used by game designers to measure, model and analyse movement in platform games
KW - game design
KW - modelling
KW - simulation
KW - input
KW - jumping
M3 - Paper
Y2 - 2 August 2016 through 5 August 2016
ER -
ID: 81453408