International Journal of Information Security, Vol. 14, Issue 6, November 2015
ISSN: 1615-5262 (Print) 582
ACCEPTING THE CHALLENGES IN DEVISING VIDEO GAME
LEEWAY AND CONTRIVANCE
Dr.P.S.Jagadeesh Kumar
School of Computer Science and Engineering
Nanyang Technological University, Singapore
J.Nedumaan, J.Lepika, J.Tisa
Malco Vidyalaya Matriculation Higher Secondary School
Mettur Dam, Salem, Tamil Nadu, India
CONCEPTUAL
This document chiefly discusses the 3D game contraption and a variety of skill implicated in the advance
of 3D games. It parleys the devise of 3D game engine and different genus of 3D games. The further spotlight is on the
diverse skill and the outfit vital in beginning a 3D game. The computer game manufacturing has embarked on an abrading
merchandise and expertise from its preliminary pursuit heredity to a numeral of “staid” engineering. Games are mortal
espoused for protection, linctuses, and structural design, edification, and regime appliances. All of these diligences are now
supplied by a conventional folks of tropes that classically do not employ games or the expertise that support them. The
quick augmentation in the authority of game technologies and the rising communal receipt of this knowledge has fashioned
an atmosphere in which these are relocating other production explicitly computer hardware and software group. This paper
lays brash a game bang that recognizes the precise services that induce manufacturers to espouse gaming skills for their
mainstay commodities and provisions.
FACTION: 3D Game Contraption, Genus of 3D video game, 3D Game Augmentation
PROLOGUE
3D tools have been well urbanized and this in sequence has become more residential than before. 3D
knowledge has been worn in numerous pastures in our day by day life. Though, to get in touch with the end user and
consultation, this 3D technology covets to be flaunted. Usually, there are 4 kinds of 3D display, specifically stereoscopic,
improved and implicit reality, primary image and holographic exhibit. Figure 1 will parade a straight forward 3D
technology demonstrate. Traditionally, 3D tools were industrialized predestine on 2D graphics. Near the beginning of 90’s
PSJ Kumar et al. Accepting the Challenges in Devising Video Game Leeway and Contrivance
ISSN: 1615-5262 (Print) 583
2D graphic expertise gained its reputation. Subsequently, 3D technology became established and underway to be the
mercantile. Quite a lot of ground had been attained by preceding 3D technology. 3D technology followed by the barnacled
over into 3D stereoscopic that being extremely second-hand most recently. Later, researchers strived to come across a
different approach to present 3D technology, and afterwards augmented/implicit reality emerged. Only just, an augmented
and implicit reality has achieved assured echelon to carry them from the research lab into valid orb. The core technology
has been middle-aged to be practical in a number of arenas of human life, such as pursuit, edification and others. The
primary image is preliminary to extend as well nowadays. It ascends to trounce some difficulty emerged from 3D
stereoscopic tools, such as parallax dilemma. This technology is tranquil in procedure to discover their ripeness in the
research lab. And at last, the most perfect 3D technology display is holographic exhibit. The preceding 3D display though
is still enclosed by the monitor. It is just the illusion of 3D display behind the screen. Holographic display will display the
3D object in the free space and can interact directly with the user.
Figure 1: 3D Game modelers tend to work in Video Gaming
FICTION ANALYSIS
Jae-Hwan Bae1 and Ae-Hyun Kim et al. [1] suggested that in the game industry, core platforms emerged
for each time and recently it has changed to a multi-platform game and being renovated. Multi-platforms are
Emerging as an essential strategy for a radical innovation to launch new types of products and maximization of profits.
Especially, as SNS Apps such as KAKAO TLAK or LINE have become prevalent, games linked with theses Apps have
achieved huge popularity. Actually, looking at the Android Market, over half of the top 100 games are linked with
KAKAO TLAK. It is a big advantage and success factor that the games linked to the social network service are maintained
while forming social relations. Although various kinds of engines and tools are used in SNG game production, among
them, especially the Unity 3D engine through which high-quality games can be created easier and faster is used in current
development by many companies. In particular, it provides many kinds of functions for itself and can produce almost all
forms of games. The 3D Unity, a game engine, has a high potential in the efficiency of the development process of games.
And the increasing availability of it proves its possibility. The 'Endless Tower' created using the 3D Unity game engine is
expected to sufficiently play a role in modern life game which give joy for a while at the spare time in daily life, through
the social functions, easy control and speedy proceeding, and exhibit the potential for developing easier multi-platform
games. Abdul Aleem Shaikh, Karm Raj et al. [2] made an attempt to bring platform games in 3D. It brings a nostalgic
experience to the users. The implementation of the techniques was illustrated through the Android Mobile Game and
PSJ Kumar et al. International Journal of Information Security, Vol. 14, Issue 6, November 2015
ISSN: 1615-5262 (Print) 584
described in detail with the complete code and Gaming Interface. Therefore, the project results in a successful definition of
the instructions for the development techniques and a functional Android Base Game Application. Javier Torrente, Pablo
Moreno-Ge et al. [3] proposed an approach that does not force educational institutions to install any specific software, as it
takes advantage of the existing LMS infrastructure. In addition, their approach promotes reusability of contents, protecting
the investment against possible LMS replacements. On the other hand, the educational video games produced can be stored
in public LO repositories to promote the exchange of contents. Thus, they had inherited all the benefits of the LO model.
Next steps in the project are to test the educational outcome of using games and simulations in an actual University course.
They are currently collaborating with researchers from the Complutense School of Medicine to create educational games to
support the practical exercises performed. The games will be delivered to the students through the Complutense’s
e-Learning environment (Virtual Campus), integrated with the rest of the online content that supports 3D technology. K.
Subhash Babu and R.Maruthi et al. [4] Gave an outline of the phases involved in the game development process and briefly
discussed some of the tools for designing and coding games. The suggested framework and the tools that make the
development process systematic and efficient. The game designers and developers can be benefited by this and as they can
proceed their game development process without worrying about any defects and shortcomings. Sadaf Sajjad, Sajjad
Mohsin et al. [5] concluded that while 3D designing or digitizing 2D sketched character, the basic principles and elements
of design play their part. Basic shapes, colors and textures are combined to produce the proposed visual effect. 3D
designing requires designing software that should be user-friendly to help the designer or a modeler to visually present the
idea. If the designing is meant to be utilized in other software for developing any product (game, interactive environment,
learning procedure), then software compatibility is kept focused. This is good for smooth designing progression in order to
avoid problems that may counter in further developmental procedure.
Aswin Indraprastha, Michihiko Shinozaki et al. [6] made significant improvement of CAD data
compatibility in Unity3D as it can natively read most CAD file types. Furthermore, seamless integration between a game
engine and CAD applications makes file synchronization possible. They experienced that .obj file format is the most
effective format to be exported to Unity for meshes as .fbx to animation. For the interaction mechanism they created scripts
and developed basic interaction system that engages users within the virtual environment. From one side of the view,
Unity3D JavaScript-based language gives freedom to create an interaction system based on own preference and ideas.
Some of 3D navigation systems that were created are learned from other applications such as Google Earth, Adobe 3D
PDF, Corona VRML player and others. Object oriented programming language also gives an advantage in the way that any
interaction method came from the game object behavior and it responds to user interaction. The script-based interactions
also open possibility to create an interaction system that bounds external data into a game object. For example, they bound
external data of text, image, and video into game interaction. Amit A. Kadu, Ashlesha Nagdive et al. [7] Concluded that
creating a simple enemy, it don’t have the intelligence but one has to develop a competitor enemy for that they applied AI.
In simple game player fires at the enemy and it doesn’t show any intelligence. Thus, they tried to use expert-based systems
and simple finite state machines to show the illusion of a somewhat intelligent opponent. Not only does the computer agent
has to play in an intelligent manner, but it also needs to be able to learn as the game progresses. Robert Spears, Cary Rivet
et al. [8] Designed an ULL Introductory Game Engine to achieve a reasonable balance between the two goals. It provides
its users with a variety of tools and a strong foundation to expand upon, while still making available all of the engine’s
components. The group projects constructed in 2012 edition illustrate UIGE’s strength as an engine and teaching device.
The games created where some of the best to come out of the route, and scholars praised the complexity UIGE had over
Game Maker. Chung-Ho Su and Ching-Hsue Cheng et al. [9] aimed at investigating how game-based learning strategy
affects student's motivation and learning achievement in the software engineering curriculum. To enhance software
PSJ Kumar et al. Accepting the Challenges in Devising Video Game Leeway and Contrivance
ISSN: 1615-5262 (Print) 585
engineering learning, a 3D game-based learning system has been developed and evaluated to explore the students’
motivation, satisfaction and learning achievement, it effectively helps students to enhance learning activities based on
ARCS learning model. The results show that learning motivations of scholars have significant impact on learning,
achievement, and learning achievements with game-based learning is better than those who use traditional
Face-to-face teaching. Therefore, re-checked each questionnaire item; their paper finds that the game-based learning
challenging and attractiveness can lead to learners' curiosity and immersed in a learning activity. Meanwhile, nearly 80%
scholars were satisfied and 83% scholars are confident in for the curriculum learning after use the game-based learning
system. Jan Wolter et al. [10] described the process of specifying generic depictions for 3D visual languages with the
generator system DEViL3D. For such purpose DEViL3D provides the editor, which allows the language designer to
specify generic depictions. This editor was also generated with DEViL3D in a bootstrapping approach. Hence, the
Interaction and navigation tasks are available in all editors generated with DEViL3D. For specifying generic depictions,
the possibility to define containers that can embed nested constructs is particularly important. They have presented an
algorithm that stretches the containers when they’re nested elements need more room. The generic depictions editor is able
to specify depictions for a wide range of 3D languages covering languages as Petri Nets or molecular models with rather
simple visual representations, but also languages, which consist of real-world objects that have more advanced visual
representation as shown in Figure 2.
Figure 2: 3D Game characters centered on characters from the Classical Indian Epic
Francisco Moran, Marius Preda et al. [11] Concluded that Today’s multiplayer 4D games will often rely
on dedicated/proprietary technological solutions for their servers (e.g., massively parallel, brute-force grid computing), and
scale down content a priori, according to the bandwidth or rendering power of the “weakest” node in the infrastructure. The
OLGA consortium opted for a completely different paradigm: thanks to scalable coding of the 3D geometry, texture, and
animation data, gaming content is automatically adapted to heterogeneous platforms and networks, and the processing load
distributed among the resources available in P2P architecture. Indeed, OLGA’s 4D content is not stored locally on one
single server or local storage medium (e.g., DVD), but is rather distributed over a multitude of servers spread all over the
network with adequate load-balancing and fault-tolerance policies, and possibly hosted at the most powerful PCs of the
players themselves. Fan Zhang, David Kaufman et al. [12] Review has identified the potential benefits of implementing
video games in the context of CS education by reviewing 30 articles published from 2003 to 2012. The most distinctive
benefit identified in the articles is promoting students’ motivation to participate in the learning process, especially in
learning programming. Quite a lot of work has been done in the area of teaching programming by completing the game-
PSJ Kumar et al. International Journal of Information Security, Vol. 14, Issue 6, November 2015
ISSN: 1615-5262 (Print) 586
oriented programming assignments. Four implementation strategies for using video games as educational tools in CS
education are: (a) using games to motivate students, (b) making games to teach CS topics, (c) using games as environments
to teach CS topics, and (d) using games as examples to teach CS topics. Finally, a set of practices is presented for using
games as educational tools. Current empirical studies present a positive picture; they show some educational effectiveness
of video games using the art service as shown in Figure 3.
Figure 3: 3D Game Characters Design using Art Services
Panagiotis Petridis1, Ian Dunwell et al. [13] illustrated that the creation of a serious game is a complex
engineering project that requires technical expertise, as well as a careful balance of game design principles with
instructional content. Similarly, the development of the generic engines which underpin serious and leisure games is a
complicated process that requires time, resources and teamwork. As serious games become more complex, so do the
engineering challenges that arise during the development of the game. Hence, the early-stage selection of the optimal
engine for development is crucial. They presented a selection framework, allowing the developer to select the ideal engine
based on the technical requirements of the serious game. This is the first framework for serious game engine selection
currently proposed and tested, and is intended as a starting point for on-going benchmarking and metrics for supporting the
serious game engine selection. However, whilst our framework relates overarching technical requirements to a range of
modern engines, more research, testing and validation must still be done to relate learning requirements and instructional
design principles to these technical features. Ultimately, the design and implementation of effective serious games must be
grounded in pedagogy, as well as technology, and therefore future work should address the many issues surrounding the
equation of learning requirements to these identified technical features. Towards this end, future studies will focus upon the
analysis of the impact of the various engines and their functionalities on target learner groups. Xiao Cui and Hao Shi et al.
[14] systematically reviewed several popular A*-based algorithms and techniques according to the optimization of A*. It
shows a clearly relational map between A* algorithm and its variants. The core of the path finding algorithm is only a
small piece of the puzzle in game AI. The most challenge is how to use the algorithm to solve tricky problems. A*
algorithm is the most popular algorithm in path finding. It is hard-pressed to find a better algorithm since A* is provably
optimal. A lot of effort has been put into speeding it up by optimizing it from different perspectives. The ways to improve
the performance of A* search, include optimizing the underlying search space, reducing the memory usage, improving
heuristic functions and introducing new data structures. A potential research is to continue optimizing A* algorithm from
these perspectives or to combine multiple optimization techniques into one single solution. Another way to make some
contribution to the game AI community is to apply these techniques described above to the real computer games because
PSJ Kumar et al. Accepting the Challenges in Devising Video Game Leeway and Contrivance
ISSN: 1615-5262 (Print) 587
not all of the techniques described have been widely used in the current game industry. The reason why they are reviewed
in this paper is that they are the hottest topics in the academic domain of path finding and many researchers are struggling
to bring them into real games. It is expected that this research help game industry has a basic understanding about the
future research direction in path finding. Andri Ioannidou, Alexander Repenning et al. [15] Suggested that the preliminary
experiences and findings with Scalable Game Design, low-threshold/high-ceiling framework supporting skills beyond
programming, ranging from theoretical design skills to concrete development skills, lead them to believe that it can
establish IT fluency and broaden participation in computer science with game design activities. The results from their study
described herein indicate that it is educationally effective to use AgentCubes as a low-threshold game design environment
featuring Incremental 3D for teaching IT skills to middle school students. The AgentCubes instructional sequence did
result in opportunities to promote student fluency and the troubleshooting scenarios designed to be used with AgentCubes
can be used to document student IT fluency using Adobe Digital Painting as shown in Figure 4.
Figure 4: 3D Game Characters Design using Adobe Photoshop Digital Painting
Alan Amory and Robert Seagram et al. [16] explained that the development of a number of models to
explore the relationships between educational theory and game design provides developers with a conceptual and practical
framework that can support the development process. Also, well-crafted games appear to require appropriate puzzles
integrated into strong storylines where graphics, sounds and technology are used to create an entertainment medium that
could also champion learning objectives. The GAM proved to be an efficient, well conceptualized and supportive model
that enabled the design team to work together, despite differing areas of expertise and culture, to construct a coherent,
exciting and appropriate storyline for an educational adventure computer game. Debbe Thompson, Tom Baranowski et
al. [17] Proposed that DIAB is an entertaining, but serious, theoretically grounded video game designed to reduce risk
for Type 2 diabetes and obesity among youth. Emerging evidence suggests theoretically based serious video games can be
effective at achieving change in both diet and physical activity. Little is known, however, about the processes and
mechanisms through which behavior change occurs in a serious video game. This article elucidates the design of one such
video game. It also describes how the entertainment and behavior change experts combined their talents to create an
entertaining, theoretically grounded serious video game. Future work needs to explore how to best incorporate debriefing
into serious video games designed to change health behavior. A.T. Chamillard et al. [18] described a freshman-level course
in which students create 2D and 3D games using drag-and-drop tools. The intent was to make game development activities
available to incoming freshmen without programming skills; most students do very well on the game assignments using the
game development tools. They have also taught the majority of the course content to a group of home schooled students
PSJ Kumar et al. International Journal of Information Security, Vol. 14, Issue 6, November 2015
ISSN: 1615-5262 (Print) 588
ranging in age from 12 to 16; those students were also able to successfully complete the game development activities with
no programming experience. Specifically, those policies prohibit students from playing games on the lab computers. This
was clearly an inappropriate policy for students in this course, since they would essentially be required to create their
games without being allowed to test them. Monika Sarve, Deepak Khatri et al. [19] studied the features of XNA in alliance
with C#. They have observed how it proves to be an excellent framework and how it can be used to develop a 3D shooter
game. They have also analyzed the great work done by various animation software’s such as MAYA and how these
software’s offer intuitive UIs that are easy to learn and navigate, making the process of creating 3D art as manageable as it
could use ZBrush and 3ds Max in creating imaginary species as shown in Figure 5.
Figure 5: 3D Game Monster Insect Creation using ZBrush and 3ds Max
CESSATION
For any thespian, how the game materializes, senses and theatre are of the supreme significance. In the
meantime, for the game stylish and programmer, the majority of importance in a cassette game is the game machine. The
game machine is principally an executable software relevance that affords a milieu for the maturity and check run of game
sense, and or the amalgamation of analogous game sculpture, to eventually fabricate a playable game. With the spiky
enhancement of graphics in the anon duration, a new-fangled confront is to fashion improved crossing point to intensify the
familiarity of game dramatics personae. The main composite type of game improvement machine is the 3D engine. In this
scenario, it is refined that an aerodynamic alliance amid scholars of connected restraint forever exert as a very influential
mechanism as settled beneath;
(i) Lucidly incident the involvement of the diverse restraints implicated in the expansion of a video game.
(ii) Gain knowledge of realizing exertion in such interdisciplinary squad.
(iii) Attain a rebuff twaddle outlook on the game trade.
(iv) Augment the wakefulness of the substance of games in contemporary civilization.
(v) Games are being, and have forever been, all about enjoyment; tranquil, it is astonishing that reaching scholars in
the pose of building games can be still more amusing.
PSJ Kumar et al. Accepting the Challenges in Devising Video Game Leeway and Contrivance
ISSN: 1615-5262 (Print) 589
ALLUSION
1. Jae-Hwan Bae, Ae-Hyun Kim (2014). Design and Development of Unity3D Game Engine-Based Smart SNG
(Social Network Game). International Journal of Multimedia and Ubiquitous Engineering. Vol.9. No.8. pp.261-
266. http://dx.doi.org/10.14257/ijmue.2014.9.8.23
2. Abdul Aleem Shaikh, Karm Raj, Rajat Bhandari, Prof.Anup H. Raut (2014). Development of DAVE 3D Android
Gaming Application. International Journal of Innovative Research in Computer and Communication Engineering.
Vol. 2. Issue 1. pp.2501-2505.
3. Torrente, J., Moreno-Ger, P., Martinez-Ortiz, I., & Fernandez-Manjon, B. (2009). Integration and Deployment of
Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming.
Educational Technology & Society. 12 (4). pp.359–371.
4. K.Subhash Babu, R.Maruthi (2013). Lifecycle for Game Development to Ensure Enhanced Productivity.
International Journal of Innovative Research in Computer and Communication Engineering. Vol. 1. Issue 8.
pp.1490-1503.
5. Sadaf Sajjad, Sajjad Mohsin, Sahar Riaz, and Abdul Hanan Abdullah (2012). Digitizing 2D sketched Animated
Character for Graphical Imagery Therapy (GIT) Game. International Journal of Information and Education
Technology. Vol. 2. No. 4. pp.341-344.
6. P.S.Jagadeesh Kumar (2001). Hand Gesture and Signal Recognition for Computer Games. IEEE Transactions on
Automatic Control, Special issue on Game Studies, Volume 46, No. 4, December 2001, pp. 109-112.
7. Amit A, Ashlesha S (2014). Real-Time 3D Game Using Sixth Sense and Haptic Technology: A Review.
International Journal of Research in Computer and Communication Technology. Vol 3. Issue 1. pp.42-47.
8. Robert Spears, Cary Rivet, Stephen Killingsworth, Ashok Kumar, Jim Etheredge (2013). Designing and creating a
game engine for use in the classroom. Computer Game Development and Education: An International Journal.
Vol.1. No.1. pp.1-20.
9. Chung-Ho Su, Ching-Hsue Cheng (2013). 3D game-based learning system for improving learning achievement in
the software engineering curriculum. The Turkish Online Journal of Educational Technology. Volume 12. Issue 2.
pp.1-10.
10. Jan Wolter (2013). Visual Representation of 3D Language Constructs Specified by Generic Depictions.
http://dx.doi.org/10.1109/VLHCC.2013.6645258
11. Francisco Moran, Marius Preda, Gauthier Lafruit, Paulo Villegas, Robert-Paul Berretty (2007). 3D Game Content
Distributed Adaptation in Heterogeneous Environments. EURASIP Journal on Advances in Signal Processing.
DOI:10.1155/2007/93027
12. P.S.Jagadeesh Kumar (2000). Intelligent 3D Game Design based on Virtual Humanity. Proceedings Fifteenth
Annual IEEE Symposium on Logic in Computer Science, 26-28 June 2000, Santa Barbara, CA, USA, pp. 243-
249.
PSJ Kumar et al. International Journal of Information Security, Vol. 14, Issue 6, November 2015
ISSN: 1615-5262 (Print) 590
13. Panagiotis Petridis, Ian Dunwell, David Panzoli, Sylvester Arnab, Aristidis Protopsaltis, Maurice Hendrix and
Sara de Freitas (2012). Game Engines Selection Framework for High-Fidelity Serious Applications. International
Journal of Interactive Worlds. DOI: 10.5171/2012.418638
14. Xiao Cui, Hao Shi (2011). A*-based Path finding in Modern Computer Games. International Journal of Computer
Science and Network Security, Vol.11. No.1. pp.125-130.
15. Andri Ioannidou, Alexander Repenning, David C. Webb (2009). Agent Cubes: Incremental 3D end-user
Development. Journal of Visual Languages and Computing. DOI:10.1016/j.jvlc.2009.04.001
16. P.S.Jagadeesh Kumar (2006). Adapted Hand Gesture and Signal Recognition for Real-Time Video Games.
Computer, 39 (6), June 2006, pp. 100-104.
17. Debbe Thompson, Tom Baranowski, Richard, Janice, Victoria, Russell, Melissa Juliano (2010). Serious Video
Games for Health: How Behavioural Science Guided the Development of a Serious Video Game. Simulation and
Gaming. Vol. 41(4) pp.587–606. SAGE Publications.
18. P.S.Jagadeesh Kumar (2002). Simulation of Imperative Animatronics for Mobile Video Games. Advances in
Electrical and Computer Engineering (AECE), Volume: 2, Issue: 1, April 2002, pp. 91-95.
19. Monika Sarve, Deepak Khatri (2014). 3D Game Design and Development of 3D Shooter Game Using Xna.
International Conference on Industrial Automation and Computing (ICIAC- 12-13 April 2014), pp.80-84.

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Accepting the Challenges in Devising Video Game Leeway and Contrivance

  • 1. International Journal of Information Security, Vol. 14, Issue 6, November 2015 ISSN: 1615-5262 (Print) 582 ACCEPTING THE CHALLENGES IN DEVISING VIDEO GAME LEEWAY AND CONTRIVANCE Dr.P.S.Jagadeesh Kumar School of Computer Science and Engineering Nanyang Technological University, Singapore J.Nedumaan, J.Lepika, J.Tisa Malco Vidyalaya Matriculation Higher Secondary School Mettur Dam, Salem, Tamil Nadu, India CONCEPTUAL This document chiefly discusses the 3D game contraption and a variety of skill implicated in the advance of 3D games. It parleys the devise of 3D game engine and different genus of 3D games. The further spotlight is on the diverse skill and the outfit vital in beginning a 3D game. The computer game manufacturing has embarked on an abrading merchandise and expertise from its preliminary pursuit heredity to a numeral of “staid” engineering. Games are mortal espoused for protection, linctuses, and structural design, edification, and regime appliances. All of these diligences are now supplied by a conventional folks of tropes that classically do not employ games or the expertise that support them. The quick augmentation in the authority of game technologies and the rising communal receipt of this knowledge has fashioned an atmosphere in which these are relocating other production explicitly computer hardware and software group. This paper lays brash a game bang that recognizes the precise services that induce manufacturers to espouse gaming skills for their mainstay commodities and provisions. FACTION: 3D Game Contraption, Genus of 3D video game, 3D Game Augmentation PROLOGUE 3D tools have been well urbanized and this in sequence has become more residential than before. 3D knowledge has been worn in numerous pastures in our day by day life. Though, to get in touch with the end user and consultation, this 3D technology covets to be flaunted. Usually, there are 4 kinds of 3D display, specifically stereoscopic, improved and implicit reality, primary image and holographic exhibit. Figure 1 will parade a straight forward 3D technology demonstrate. Traditionally, 3D tools were industrialized predestine on 2D graphics. Near the beginning of 90’s
  • 2. PSJ Kumar et al. Accepting the Challenges in Devising Video Game Leeway and Contrivance ISSN: 1615-5262 (Print) 583 2D graphic expertise gained its reputation. Subsequently, 3D technology became established and underway to be the mercantile. Quite a lot of ground had been attained by preceding 3D technology. 3D technology followed by the barnacled over into 3D stereoscopic that being extremely second-hand most recently. Later, researchers strived to come across a different approach to present 3D technology, and afterwards augmented/implicit reality emerged. Only just, an augmented and implicit reality has achieved assured echelon to carry them from the research lab into valid orb. The core technology has been middle-aged to be practical in a number of arenas of human life, such as pursuit, edification and others. The primary image is preliminary to extend as well nowadays. It ascends to trounce some difficulty emerged from 3D stereoscopic tools, such as parallax dilemma. This technology is tranquil in procedure to discover their ripeness in the research lab. And at last, the most perfect 3D technology display is holographic exhibit. The preceding 3D display though is still enclosed by the monitor. It is just the illusion of 3D display behind the screen. Holographic display will display the 3D object in the free space and can interact directly with the user. Figure 1: 3D Game modelers tend to work in Video Gaming FICTION ANALYSIS Jae-Hwan Bae1 and Ae-Hyun Kim et al. [1] suggested that in the game industry, core platforms emerged for each time and recently it has changed to a multi-platform game and being renovated. Multi-platforms are Emerging as an essential strategy for a radical innovation to launch new types of products and maximization of profits. Especially, as SNS Apps such as KAKAO TLAK or LINE have become prevalent, games linked with theses Apps have achieved huge popularity. Actually, looking at the Android Market, over half of the top 100 games are linked with KAKAO TLAK. It is a big advantage and success factor that the games linked to the social network service are maintained while forming social relations. Although various kinds of engines and tools are used in SNG game production, among them, especially the Unity 3D engine through which high-quality games can be created easier and faster is used in current development by many companies. In particular, it provides many kinds of functions for itself and can produce almost all forms of games. The 3D Unity, a game engine, has a high potential in the efficiency of the development process of games. And the increasing availability of it proves its possibility. The 'Endless Tower' created using the 3D Unity game engine is expected to sufficiently play a role in modern life game which give joy for a while at the spare time in daily life, through the social functions, easy control and speedy proceeding, and exhibit the potential for developing easier multi-platform games. Abdul Aleem Shaikh, Karm Raj et al. [2] made an attempt to bring platform games in 3D. It brings a nostalgic experience to the users. The implementation of the techniques was illustrated through the Android Mobile Game and
  • 3. PSJ Kumar et al. International Journal of Information Security, Vol. 14, Issue 6, November 2015 ISSN: 1615-5262 (Print) 584 described in detail with the complete code and Gaming Interface. Therefore, the project results in a successful definition of the instructions for the development techniques and a functional Android Base Game Application. Javier Torrente, Pablo Moreno-Ge et al. [3] proposed an approach that does not force educational institutions to install any specific software, as it takes advantage of the existing LMS infrastructure. In addition, their approach promotes reusability of contents, protecting the investment against possible LMS replacements. On the other hand, the educational video games produced can be stored in public LO repositories to promote the exchange of contents. Thus, they had inherited all the benefits of the LO model. Next steps in the project are to test the educational outcome of using games and simulations in an actual University course. They are currently collaborating with researchers from the Complutense School of Medicine to create educational games to support the practical exercises performed. The games will be delivered to the students through the Complutense’s e-Learning environment (Virtual Campus), integrated with the rest of the online content that supports 3D technology. K. Subhash Babu and R.Maruthi et al. [4] Gave an outline of the phases involved in the game development process and briefly discussed some of the tools for designing and coding games. The suggested framework and the tools that make the development process systematic and efficient. The game designers and developers can be benefited by this and as they can proceed their game development process without worrying about any defects and shortcomings. Sadaf Sajjad, Sajjad Mohsin et al. [5] concluded that while 3D designing or digitizing 2D sketched character, the basic principles and elements of design play their part. Basic shapes, colors and textures are combined to produce the proposed visual effect. 3D designing requires designing software that should be user-friendly to help the designer or a modeler to visually present the idea. If the designing is meant to be utilized in other software for developing any product (game, interactive environment, learning procedure), then software compatibility is kept focused. This is good for smooth designing progression in order to avoid problems that may counter in further developmental procedure. Aswin Indraprastha, Michihiko Shinozaki et al. [6] made significant improvement of CAD data compatibility in Unity3D as it can natively read most CAD file types. Furthermore, seamless integration between a game engine and CAD applications makes file synchronization possible. They experienced that .obj file format is the most effective format to be exported to Unity for meshes as .fbx to animation. For the interaction mechanism they created scripts and developed basic interaction system that engages users within the virtual environment. From one side of the view, Unity3D JavaScript-based language gives freedom to create an interaction system based on own preference and ideas. Some of 3D navigation systems that were created are learned from other applications such as Google Earth, Adobe 3D PDF, Corona VRML player and others. Object oriented programming language also gives an advantage in the way that any interaction method came from the game object behavior and it responds to user interaction. The script-based interactions also open possibility to create an interaction system that bounds external data into a game object. For example, they bound external data of text, image, and video into game interaction. Amit A. Kadu, Ashlesha Nagdive et al. [7] Concluded that creating a simple enemy, it don’t have the intelligence but one has to develop a competitor enemy for that they applied AI. In simple game player fires at the enemy and it doesn’t show any intelligence. Thus, they tried to use expert-based systems and simple finite state machines to show the illusion of a somewhat intelligent opponent. Not only does the computer agent has to play in an intelligent manner, but it also needs to be able to learn as the game progresses. Robert Spears, Cary Rivet et al. [8] Designed an ULL Introductory Game Engine to achieve a reasonable balance between the two goals. It provides its users with a variety of tools and a strong foundation to expand upon, while still making available all of the engine’s components. The group projects constructed in 2012 edition illustrate UIGE’s strength as an engine and teaching device. The games created where some of the best to come out of the route, and scholars praised the complexity UIGE had over Game Maker. Chung-Ho Su and Ching-Hsue Cheng et al. [9] aimed at investigating how game-based learning strategy affects student's motivation and learning achievement in the software engineering curriculum. To enhance software
  • 4. PSJ Kumar et al. Accepting the Challenges in Devising Video Game Leeway and Contrivance ISSN: 1615-5262 (Print) 585 engineering learning, a 3D game-based learning system has been developed and evaluated to explore the students’ motivation, satisfaction and learning achievement, it effectively helps students to enhance learning activities based on ARCS learning model. The results show that learning motivations of scholars have significant impact on learning, achievement, and learning achievements with game-based learning is better than those who use traditional Face-to-face teaching. Therefore, re-checked each questionnaire item; their paper finds that the game-based learning challenging and attractiveness can lead to learners' curiosity and immersed in a learning activity. Meanwhile, nearly 80% scholars were satisfied and 83% scholars are confident in for the curriculum learning after use the game-based learning system. Jan Wolter et al. [10] described the process of specifying generic depictions for 3D visual languages with the generator system DEViL3D. For such purpose DEViL3D provides the editor, which allows the language designer to specify generic depictions. This editor was also generated with DEViL3D in a bootstrapping approach. Hence, the Interaction and navigation tasks are available in all editors generated with DEViL3D. For specifying generic depictions, the possibility to define containers that can embed nested constructs is particularly important. They have presented an algorithm that stretches the containers when they’re nested elements need more room. The generic depictions editor is able to specify depictions for a wide range of 3D languages covering languages as Petri Nets or molecular models with rather simple visual representations, but also languages, which consist of real-world objects that have more advanced visual representation as shown in Figure 2. Figure 2: 3D Game characters centered on characters from the Classical Indian Epic Francisco Moran, Marius Preda et al. [11] Concluded that Today’s multiplayer 4D games will often rely on dedicated/proprietary technological solutions for their servers (e.g., massively parallel, brute-force grid computing), and scale down content a priori, according to the bandwidth or rendering power of the “weakest” node in the infrastructure. The OLGA consortium opted for a completely different paradigm: thanks to scalable coding of the 3D geometry, texture, and animation data, gaming content is automatically adapted to heterogeneous platforms and networks, and the processing load distributed among the resources available in P2P architecture. Indeed, OLGA’s 4D content is not stored locally on one single server or local storage medium (e.g., DVD), but is rather distributed over a multitude of servers spread all over the network with adequate load-balancing and fault-tolerance policies, and possibly hosted at the most powerful PCs of the players themselves. Fan Zhang, David Kaufman et al. [12] Review has identified the potential benefits of implementing video games in the context of CS education by reviewing 30 articles published from 2003 to 2012. The most distinctive benefit identified in the articles is promoting students’ motivation to participate in the learning process, especially in learning programming. Quite a lot of work has been done in the area of teaching programming by completing the game-
  • 5. PSJ Kumar et al. International Journal of Information Security, Vol. 14, Issue 6, November 2015 ISSN: 1615-5262 (Print) 586 oriented programming assignments. Four implementation strategies for using video games as educational tools in CS education are: (a) using games to motivate students, (b) making games to teach CS topics, (c) using games as environments to teach CS topics, and (d) using games as examples to teach CS topics. Finally, a set of practices is presented for using games as educational tools. Current empirical studies present a positive picture; they show some educational effectiveness of video games using the art service as shown in Figure 3. Figure 3: 3D Game Characters Design using Art Services Panagiotis Petridis1, Ian Dunwell et al. [13] illustrated that the creation of a serious game is a complex engineering project that requires technical expertise, as well as a careful balance of game design principles with instructional content. Similarly, the development of the generic engines which underpin serious and leisure games is a complicated process that requires time, resources and teamwork. As serious games become more complex, so do the engineering challenges that arise during the development of the game. Hence, the early-stage selection of the optimal engine for development is crucial. They presented a selection framework, allowing the developer to select the ideal engine based on the technical requirements of the serious game. This is the first framework for serious game engine selection currently proposed and tested, and is intended as a starting point for on-going benchmarking and metrics for supporting the serious game engine selection. However, whilst our framework relates overarching technical requirements to a range of modern engines, more research, testing and validation must still be done to relate learning requirements and instructional design principles to these technical features. Ultimately, the design and implementation of effective serious games must be grounded in pedagogy, as well as technology, and therefore future work should address the many issues surrounding the equation of learning requirements to these identified technical features. Towards this end, future studies will focus upon the analysis of the impact of the various engines and their functionalities on target learner groups. Xiao Cui and Hao Shi et al. [14] systematically reviewed several popular A*-based algorithms and techniques according to the optimization of A*. It shows a clearly relational map between A* algorithm and its variants. The core of the path finding algorithm is only a small piece of the puzzle in game AI. The most challenge is how to use the algorithm to solve tricky problems. A* algorithm is the most popular algorithm in path finding. It is hard-pressed to find a better algorithm since A* is provably optimal. A lot of effort has been put into speeding it up by optimizing it from different perspectives. The ways to improve the performance of A* search, include optimizing the underlying search space, reducing the memory usage, improving heuristic functions and introducing new data structures. A potential research is to continue optimizing A* algorithm from these perspectives or to combine multiple optimization techniques into one single solution. Another way to make some contribution to the game AI community is to apply these techniques described above to the real computer games because
  • 6. PSJ Kumar et al. Accepting the Challenges in Devising Video Game Leeway and Contrivance ISSN: 1615-5262 (Print) 587 not all of the techniques described have been widely used in the current game industry. The reason why they are reviewed in this paper is that they are the hottest topics in the academic domain of path finding and many researchers are struggling to bring them into real games. It is expected that this research help game industry has a basic understanding about the future research direction in path finding. Andri Ioannidou, Alexander Repenning et al. [15] Suggested that the preliminary experiences and findings with Scalable Game Design, low-threshold/high-ceiling framework supporting skills beyond programming, ranging from theoretical design skills to concrete development skills, lead them to believe that it can establish IT fluency and broaden participation in computer science with game design activities. The results from their study described herein indicate that it is educationally effective to use AgentCubes as a low-threshold game design environment featuring Incremental 3D for teaching IT skills to middle school students. The AgentCubes instructional sequence did result in opportunities to promote student fluency and the troubleshooting scenarios designed to be used with AgentCubes can be used to document student IT fluency using Adobe Digital Painting as shown in Figure 4. Figure 4: 3D Game Characters Design using Adobe Photoshop Digital Painting Alan Amory and Robert Seagram et al. [16] explained that the development of a number of models to explore the relationships between educational theory and game design provides developers with a conceptual and practical framework that can support the development process. Also, well-crafted games appear to require appropriate puzzles integrated into strong storylines where graphics, sounds and technology are used to create an entertainment medium that could also champion learning objectives. The GAM proved to be an efficient, well conceptualized and supportive model that enabled the design team to work together, despite differing areas of expertise and culture, to construct a coherent, exciting and appropriate storyline for an educational adventure computer game. Debbe Thompson, Tom Baranowski et al. [17] Proposed that DIAB is an entertaining, but serious, theoretically grounded video game designed to reduce risk for Type 2 diabetes and obesity among youth. Emerging evidence suggests theoretically based serious video games can be effective at achieving change in both diet and physical activity. Little is known, however, about the processes and mechanisms through which behavior change occurs in a serious video game. This article elucidates the design of one such video game. It also describes how the entertainment and behavior change experts combined their talents to create an entertaining, theoretically grounded serious video game. Future work needs to explore how to best incorporate debriefing into serious video games designed to change health behavior. A.T. Chamillard et al. [18] described a freshman-level course in which students create 2D and 3D games using drag-and-drop tools. The intent was to make game development activities available to incoming freshmen without programming skills; most students do very well on the game assignments using the game development tools. They have also taught the majority of the course content to a group of home schooled students
  • 7. PSJ Kumar et al. International Journal of Information Security, Vol. 14, Issue 6, November 2015 ISSN: 1615-5262 (Print) 588 ranging in age from 12 to 16; those students were also able to successfully complete the game development activities with no programming experience. Specifically, those policies prohibit students from playing games on the lab computers. This was clearly an inappropriate policy for students in this course, since they would essentially be required to create their games without being allowed to test them. Monika Sarve, Deepak Khatri et al. [19] studied the features of XNA in alliance with C#. They have observed how it proves to be an excellent framework and how it can be used to develop a 3D shooter game. They have also analyzed the great work done by various animation software’s such as MAYA and how these software’s offer intuitive UIs that are easy to learn and navigate, making the process of creating 3D art as manageable as it could use ZBrush and 3ds Max in creating imaginary species as shown in Figure 5. Figure 5: 3D Game Monster Insect Creation using ZBrush and 3ds Max CESSATION For any thespian, how the game materializes, senses and theatre are of the supreme significance. In the meantime, for the game stylish and programmer, the majority of importance in a cassette game is the game machine. The game machine is principally an executable software relevance that affords a milieu for the maturity and check run of game sense, and or the amalgamation of analogous game sculpture, to eventually fabricate a playable game. With the spiky enhancement of graphics in the anon duration, a new-fangled confront is to fashion improved crossing point to intensify the familiarity of game dramatics personae. The main composite type of game improvement machine is the 3D engine. In this scenario, it is refined that an aerodynamic alliance amid scholars of connected restraint forever exert as a very influential mechanism as settled beneath; (i) Lucidly incident the involvement of the diverse restraints implicated in the expansion of a video game. (ii) Gain knowledge of realizing exertion in such interdisciplinary squad. (iii) Attain a rebuff twaddle outlook on the game trade. (iv) Augment the wakefulness of the substance of games in contemporary civilization. (v) Games are being, and have forever been, all about enjoyment; tranquil, it is astonishing that reaching scholars in the pose of building games can be still more amusing.
  • 8. PSJ Kumar et al. Accepting the Challenges in Devising Video Game Leeway and Contrivance ISSN: 1615-5262 (Print) 589 ALLUSION 1. Jae-Hwan Bae, Ae-Hyun Kim (2014). Design and Development of Unity3D Game Engine-Based Smart SNG (Social Network Game). International Journal of Multimedia and Ubiquitous Engineering. Vol.9. No.8. pp.261- 266. http://dx.doi.org/10.14257/ijmue.2014.9.8.23 2. Abdul Aleem Shaikh, Karm Raj, Rajat Bhandari, Prof.Anup H. Raut (2014). Development of DAVE 3D Android Gaming Application. International Journal of Innovative Research in Computer and Communication Engineering. Vol. 2. Issue 1. pp.2501-2505. 3. Torrente, J., Moreno-Ger, P., Martinez-Ortiz, I., & Fernandez-Manjon, B. (2009). Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming. Educational Technology & Society. 12 (4). pp.359–371. 4. K.Subhash Babu, R.Maruthi (2013). Lifecycle for Game Development to Ensure Enhanced Productivity. International Journal of Innovative Research in Computer and Communication Engineering. Vol. 1. Issue 8. pp.1490-1503. 5. Sadaf Sajjad, Sajjad Mohsin, Sahar Riaz, and Abdul Hanan Abdullah (2012). Digitizing 2D sketched Animated Character for Graphical Imagery Therapy (GIT) Game. International Journal of Information and Education Technology. Vol. 2. No. 4. pp.341-344. 6. P.S.Jagadeesh Kumar (2001). Hand Gesture and Signal Recognition for Computer Games. IEEE Transactions on Automatic Control, Special issue on Game Studies, Volume 46, No. 4, December 2001, pp. 109-112. 7. Amit A, Ashlesha S (2014). Real-Time 3D Game Using Sixth Sense and Haptic Technology: A Review. International Journal of Research in Computer and Communication Technology. Vol 3. Issue 1. pp.42-47. 8. Robert Spears, Cary Rivet, Stephen Killingsworth, Ashok Kumar, Jim Etheredge (2013). Designing and creating a game engine for use in the classroom. Computer Game Development and Education: An International Journal. Vol.1. No.1. pp.1-20. 9. Chung-Ho Su, Ching-Hsue Cheng (2013). 3D game-based learning system for improving learning achievement in the software engineering curriculum. The Turkish Online Journal of Educational Technology. Volume 12. Issue 2. pp.1-10. 10. Jan Wolter (2013). Visual Representation of 3D Language Constructs Specified by Generic Depictions. http://dx.doi.org/10.1109/VLHCC.2013.6645258 11. Francisco Moran, Marius Preda, Gauthier Lafruit, Paulo Villegas, Robert-Paul Berretty (2007). 3D Game Content Distributed Adaptation in Heterogeneous Environments. EURASIP Journal on Advances in Signal Processing. DOI:10.1155/2007/93027 12. P.S.Jagadeesh Kumar (2000). Intelligent 3D Game Design based on Virtual Humanity. Proceedings Fifteenth Annual IEEE Symposium on Logic in Computer Science, 26-28 June 2000, Santa Barbara, CA, USA, pp. 243- 249.
  • 9. PSJ Kumar et al. International Journal of Information Security, Vol. 14, Issue 6, November 2015 ISSN: 1615-5262 (Print) 590 13. Panagiotis Petridis, Ian Dunwell, David Panzoli, Sylvester Arnab, Aristidis Protopsaltis, Maurice Hendrix and Sara de Freitas (2012). Game Engines Selection Framework for High-Fidelity Serious Applications. International Journal of Interactive Worlds. DOI: 10.5171/2012.418638 14. Xiao Cui, Hao Shi (2011). A*-based Path finding in Modern Computer Games. International Journal of Computer Science and Network Security, Vol.11. No.1. pp.125-130. 15. Andri Ioannidou, Alexander Repenning, David C. Webb (2009). Agent Cubes: Incremental 3D end-user Development. Journal of Visual Languages and Computing. DOI:10.1016/j.jvlc.2009.04.001 16. P.S.Jagadeesh Kumar (2006). Adapted Hand Gesture and Signal Recognition for Real-Time Video Games. Computer, 39 (6), June 2006, pp. 100-104. 17. Debbe Thompson, Tom Baranowski, Richard, Janice, Victoria, Russell, Melissa Juliano (2010). Serious Video Games for Health: How Behavioural Science Guided the Development of a Serious Video Game. Simulation and Gaming. Vol. 41(4) pp.587–606. SAGE Publications. 18. P.S.Jagadeesh Kumar (2002). Simulation of Imperative Animatronics for Mobile Video Games. Advances in Electrical and Computer Engineering (AECE), Volume: 2, Issue: 1, April 2002, pp. 91-95. 19. Monika Sarve, Deepak Khatri (2014). 3D Game Design and Development of 3D Shooter Game Using Xna. International Conference on Industrial Automation and Computing (ICIAC- 12-13 April 2014), pp.80-84.