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[Module 5] Her Purgatory | Project

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Her Purgatory Platforms: Windows (PC) Genre: ARPG (Dungeon Crawler) Players: 1-4 (Story Mode, Local Screen) Free the child from thy possessed realm. Spectral entities possesses the spirit of a child. As her guardian, you need to protect her by fighting through hordes of ethereal enemies in a classical ARPG style to gain experience alone or with your friends, cleansing the child from her worst fears. Why create this game? This artefact was developed and produced as a result of a group study project with the goal of participating in a “Gamejam” style challenge where the team had to create a game based on a random theme picked out of a “Random Theme Generator” platform available online (The theme ‘Ghosts’ was assigned to this group). The critical objective of the project is to allow the students involved in the process to achieve specific learning outcomes tied to the project’s brief, therefore enhancing their skills in respective areas of game developmen

[Module 4] Virtual MAX | Project

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Virtual MAX Platforms:  Windows (PC) Genre:  Platformer (Run n' Gun, Action) Players:  Single Player (Story Mode) Run n' Gun to the MAX! Guide MAX through his ride in a virtual hub corrupted by a deadly Glitch, in a classic Run n’ Gun experience and nostalgic Synthwave style to complete all the 10 Levels loaded with puzzle events, hectic rush, Boss fights and a futuristic story about MAX & Dr. Kyde’s adventure. Why create this game? Virtual MAX was created as an individual study project with the purpose of introducing the author of the game (a student) to new tools and enhance previously acquired knowledge. The artefact had to be idealised and created according to strict specifications documented in an Assignment Brief, allowing the student to develop practical skills in subjects such as Game Design, Production Management and Game Development. What is unique about the game? Hectic and unforgiving Run n’ Gun with puzzle events Ever-cha

[Module 3] The Benefits of Video Games in Formative Education | Research

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The benefits of Video Games in formative education - An individual study-purposed report produced by Arthur Fostier - Abstract Video games are proving to be every day more present in the daily life of the mass society, and for this reason, it is important to critically analyse a phenomenon this relevant, in order to identify advantageous effects for the players, especially children and teenagers who are still undergoing a process of psychological formation.  For brevity reasons, this individual study-purposed report does not intend to explore on prejudicial aspects of video games to players, for this is not the overall goal of the research. Instead, the report will describe a series of beneficial abilities improved or/and developed by the experience of play, by providing evidence and examples on determined subjects. More specifically, those abilities are categorised into cognitive; social and academic-related skills, followed by a discussion involving formative institu

[Module 2] Guitar Hero IP Tabletop Game | Project

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Card Hero - A Guitar Hero IP Tabletop Project Picture on an example of an ongoing session Platform/Genre: Tabletop Players: 4 players only (1 BOSS Member and 3 BAND Members) Can your BAND beat the BOSS of Rock? In this card game, a BOSS plays his master SONG against the brave BAND who dared challenge him. Every NOTE card hit by the BAND improves their overall performance, but the BOSS won’t let the BAND beat his SONG so easily, using every trick he can to stop them! Why create this game? The reason of the game’s creation is apply content learned in Module 1 and 2 of the Games Design & Production course, by producing a non-commercial product that reflects the learning outcomes required in the Module Brief. The artefact should demonstrate the capacity of the author to design a fully playable tabletop game by using specific Process of Design methodologies and Game Design fundamental skills, tied to a fixed deadline and brief. What is unique about this

[Module 1] Prince of Persia (1989) | Review

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Prince of Persia main screen  The acclaimed cinematic side platformer features the ancient Persia in a simple but strong plot. The adventure consists in a fast-paced run in the dungeons of Jaffar, the Sultan’s vizier, who imprisoned her daughter in order to claim the realm for himself. To rescue the princess from a terrible doom, the protagonist of the game must escape the underground prison and defeat the malicious wizard, becoming the new Prince of Persia. The wizard Zaffar forces the princess to marry him within one hour or she will die The title was originally published in 1989 by Brøderbund for the Apple II, and was ported to many other platforms after its great success on the market, leading to many sequels and reboots. The unique visual features of its subgenre inspired many other games, such as Another World, Flashback and Tomb Raider. History Prince of Persia’s designer, Jordan Mechner, was inspired by many sources, in particular adventure movies like “Raid

[Module 1] Lunar Lander (1979) | Review

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'Lunar Lander' start screen The year of 1979 was full of excitements for the gaming universe, it represented the early stages of the Golden Age of arcades, where titles as Galaxian, Adventure and Alakabeth marked the history of gaming. And it was also in this year that Atari released Lunar Lander, the most known variation of all concepts, dating back to ten years before the Atari game. Lunar Lander is a space flight simulator which features a little spaceship with limited fuel and a 2D lunar landscape. The objective is to make the spaceship land safely on the Moon using a propeller located at its bottom. The game ends when the fuel tank is empty and the spaceship crashes. History ‘Lunar Landing Game’, from 1969  (released months after the Apollo 11 mission) Even if the Atari’s Lunar Lander has an important place in gaming history, it is not the first version of the game. The prime concept was developed by Jim Stores in 1969 on a PDP-8 minicomputer, the s