WT 2020/2021

Ackermann, Moritz. Replayability of Games – Means of achieving replayability and the effect on the player.

Belal, Ahmed. Cultural Heritage: How Games Can Help to Preserve Cultural Heritage and the Visual Representation of forgotten Handcraft Environments.

Esch, Lukas. Modern 3D tools and their effect on Concept Art.

Farazan, Yasaman. Breaking the Virtual Ice: A Study of Social VR.

Graf, Gina. Why Gendered Animation Is (Not) Important – The Evolution and Analysis of Gendered Game Animation and the Creation of Keyframed Walk Cycles as Examples.

Habezai-Fekri, Jasmin. The Depiction of History in Games and its Influence on the Impression of Players & Translation of Concept Art into a Game-Ready 3D Environment.

Junk, Kilian. Character Creation: How a Game Character’s Visual Design Communicates Functionality to the Player and its Application in Knights of Fortune.

Malec, Nikodem. Imaginary Places – the Importance of Worldbuilding in Video Games & Creating Concept Art Focusing on Worldbuilding Principles.

Menezes, Theodore Anthony. Intentional emergent gameplay design.

Nöll, Rebecca. Can’t touch this? – Exploring the Concept of Affordance in Virtual Reality.

Ott, Manuel. Adapting to the Individual Player with Generated Content.

Pocock, Ryan. Video Games as a Means of Language Acquisition and Development of a Japanese Language Learning Game.

Riewe, Arthur. How to Improve the Usability of unity Toolkits for Game Designers.

Rösner, Svenja. Video Game Remakes – Remaking a 2D Environment into 3D & Defining Video Game Remakes.

Röthgen, Fabian. Employing Virtual Reality as a means of assessing mental health issues.

Sadegh, Mohammad. Why Game Industry Is Moving To Data Oriented Programming – The Analysis and Evaluation of Object Oriented Programming (OOP) and Data Oriented Programming (DOP).

Turner, Daniel. How affordable engines, open-source and indie culture democratize game making in the 21st century + Practical Part: Improvement and expansion of an open-source Unity Plugin.

ST 2020

Donner, Fabian. Exploring How Al Tools Will Change Game Art Creation and Experimenting with Al-Based Animation Interpolation for Game Sprites.

Keuter, Lukas. Why we play whom we play: On the correlation between player personality and choice of avatar.

Khokhonov, Daniil. Adaptive game-play based on machine learning and procedural mechanics.

Künz, Lukas. The Unknown Player – Using Machine Learning to Balance Difficulty in Games.

Mannshoven, Jonathan. The Final Development Steps of the Cowboy Shooter “Colt Canyon” and the Principles of Generating for Action Rougelikes.

Öztürk, Ozan. Following the Breadcrumbs: A Study of Treasure Hunt Gameplay in Open World Games.

Schneiderwind, Nicole. Emotional Landscapes: Proposing a taxonomy of intentions for visual language in affective games.

Selvi, Maximilian. Gheist – Game design, aesthetic conception and prototypical implementation of the strategy game “Gheist” and the theoretical reflection of minimalism in digital games.

Steinhauer, Hanna. Games That Make You Suffer: How Video Games Utilise Common Design Patterns to Portray Typical Symptoms of Mental Disorders.

Thiart, Armand. Why program the world out of view?

WT 2019/2020

WT 2017/2018

Abeln, Moritz. Analyzing and enhancing shaders for a virtual reality graphic novel.

Berlinger, Manuel. Improving player-to-character relations.

Delleske, Jonas. Procedural generation of novel gameplay situations in a real-time strategy game environment.

Eckmann, Arthur. Development of the Action Platformer “Catboy” and Analysis of its Player Data.

Gilsbach, Till. Partizipatives Game Development unter Live Bedingungen und eine analytische Untersuchung von Publikums Interaktionen in Medienproduktionen.

Gleibs, Tim. Spielform als Ideologie.

Herfert, Simon. Pathfinding Algorithms in Digital Games: An Overview, Implementation & Visualization of Commonly Used Algorithms.

Hess, Conrad. Designing Immersive Storytelling for a Virtual Reality Experience in the Style of Graphic Novels: Analyzing the Graphic Novel and the Movie Sin City and Designing a functional Prototype.

Horn, Marcus. An explanation on why marketing hooks help to promote small video- and computergames.

Maslov, Jan. The Exploration Paradox: Characterizing Player Guidance Methods in Open World Games and “Mostly Sugar”.

Op de beek, Kai. “Ever After”: Teaser for a 2D sidescrolling Action-Adventure along with the female Anti-Hero in Videogames.

Picker, Marco. An analysis of the differences of complexity and performance between finite state machines and behavior trees in artificial intelligence in digital games.

Quinteros Vidal, Alvaro. Theatrical trailer for game concept “Further Existence”.

Schulz, Holger. Visualization forms of graphic novels in virtual reality.

Tagliamonte, Giovanni. Defining the Soulslike – an in-depth examination of the essence of the genre and development of “Mostly Sugar”.

Werthmann, Lena. The Player as Developer.

ST 2018

Horn, Marcus. A playable example of a single-player content in a multiplayer-focused game and an analytic look at single-player game modes and mechanics in multiplayer-focused games.

Jurek, Daria. Creation of a virtual exhibition in a sci-fi setting. Environment Art inspired by Interior Design theory and techniques.

Lonien, Jeremy. Dissecting virtual frogs; exploring new kinds of humor in web games.

Maier, Josefine. Developing a digital adaption of Shakespeare´s “Macbeth” – The visual design and staging of the three witches in different media and how they can be used to create an atmospheric 2D sidescrollers.

Mark, Balint. A Theoretical Study of Non-Visual Game Creation for Visually Impaired Designers with a Proposition for a Software Concept.

Picker, Marco. Creating voxel worlds using semi-random algorithms.

Rosseti, Raquel. Development of the animated short film “Catch it!” and analysis of the female black lead in animation.

Schneidereit, Carmen. Cinematic Lighting Between Form and Function: An analysis of Lighting in Audiovisual Media and Its Application as Part of the Short Film Development “Catch it!”

Sedderz, Barbara. Fog in the valley: The consequences of abstraction on narrative, empathy and immersion in depictions of war – a theoretical investigation, supported by an empirical study.

Skudelny, Marek. Theoretical analysis of the snowball and rubber-band effect in resource based analog and digital games, and development of a digital prototype to explore the rubber-band effect.

Stauder, Utz. Outlining a concept for a custom content creation tool for Isometric Epilepsy.

Ulzhöfer, Sarah. Building Sci-Fi Game World between Realism and Fiction – a theoretical and project based analysis in the fields of the aesthetics, arts and sciences.

Weber, Maya. Bots acting (non)human. Analysing the creation of appealing NPCs for video games by means of art and animation and applying found methods in the development of a virtual exhibition experience in a sci-fi setting.

Wolf, Leonie. Depression and Digital Games: An Investigation of Existing Uses Leading to the Proposal of a Therapeutic Game.

Zimmer, Janna. Creating a virtual exhibition of various science fiction environments and comparing their believability to fictional worlds shown in other media.