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.
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?
Aleksiev, Petar. Stylization of Game Art: Analyzing and employing example-based style transfer techniques to a synthetic target for use in digital games.
Baer, Sam. Min menses: an examination of the representation and gendering of “psychic nosebleeds” in visual media.
Berkič, Sol. Empowered End-User Computing: A Historical Investigation and Development of a File-System-Based Environment.
Cherkasov, Daria. Negative Space in Level Design: The Inconvenieces and Advantages of Distances that Players Have to Traverse (What makes the distance “right”?).
Constantin, Remus. Concepting and evaluating a prototype of a VR health game for desk workers.
Hantschel, Tristan. Exploring Level Design and its use of visual language and other means to guide players in third person games of a VR health game for desk workers.
Kaul, Cyrano. Telling a story through intelligent relations between music and sound.
Knutsen, Henri. Expanding on the Design Principles of the Immersive Simulation.
Neuser, Sabine. Promoting player autonomy: Dungeon masters of Dungeons and Dragons vs. Game systems in The Elder Scrolls video game series. A comparative analysis influencing the design of a game design document.
Perl, Melissa. Procedural content generation of assets in games and it’s affect on the 3D workflow.
Reitemeyer, Hans. Application of emissive materials into character design for digital games.
Schildhauer, Tom. Improv with People: Extending the Play Space of Improvisational Theater through Digital Media.
Schmitt, Kilian. Welcome back: A critical analysis of different recurring content models in online games and their impact on player retention.
Shaverdy Nasery, Mohsen. Automated Game Engine Media Pipeline for early Design Data in the Automotive Industry.
Wenzel, Dominik. Sonic User Interfaces: Exploring Nonvisual Immersion.
Baumann, Philipp. The Appliaction of Digital Technologies in Art and Art Exhibitions: A Reinterpretation of Analog Artworks in a Game Engine.
Borovikov, Dmitry. Neutral Networks in Stylized Background Illustrations.
Engelhardt, Sarah. Fantastic Architecture in Videogames: Playing with the Familiar.
Erhard, Florian. The Principles and Effects of Timers in Game Design and their Different Forms of Visualisation.
Gantz, Matan. Analysis of the Horror Genre and its Implementation in Video Games.
Medeizos Cotrim, Patricia. Insert Coin to Romance: Analysing, Designing and Writing Queer Love Narratives in Digital Games.
Nickel, Vadim. Application and Evaluation of Procedural Content Generation Principles.
Popa, Elena-Adelina. Breaking Down the Recipe of Success: How Well Designed Virtual Landscapes can Improve Player Experience; Including the Application of this Research to a Game Design Document.
Richter, Anna-Lena. Interactive Storytelling: Branching Narratives as the Future of Personalized Gameplay?
Ruiz Ramos, Omar Alejandro. The 8-bit (Old) School: An Analysis of Level Design Evolution in 2D Platforms.
Schade, Felix. Development of the “Unfold” Project and the Implications of “Juiciness” on Average Playtime.
Scheller, Tim Oliver. Methods for Rendering and Animating Realistic Human Faces in Websites.
Siegel, Matthias Johann. What Can Digital and Analog Roleplaying Games Learn from Each Other: A Practical and Theoretical Investigation, Focus on Social Interaction, Cross-Media, User-Friendliness, and Design.
Smirnova, Anna. The Epic Hero and the Villain in Roleplaying Video Games; Including the Application of the Research Results to a Self-Developed RPG.
Tavares Alves, Diana Isabel. Are You a Boy or a Girl? Analysing and Deconstructing the Binary Gender Expression in Games with Character Customization; Including the Application of the Research Results in a Game Design Document Illustrating the Possibilities that non-Binary Expression Offers.
Temborius, Patrick. Resolving Character Sizing Issues and Movement Limitations in Digital Games.
Abouzari, Sarah. Women: Where Are The Programmers?
Balaban, Taylan. 3D Character “Vein” + Narcissicm Theory.
Besorak, Seren. Breaking down barriers by creating strong female protagonists for video games – a theoretical historical and practical approach on proper representations of playable female lead characters.
Bieliakaite, Evelina. Assessment of Lithuania´s Unique Game History and Culture.
Böhm, Caterina. Archetypes and Imageries of Satan and their Influence on his Appearance in Video Games.
Borovlov, Bogdan. Brain stimulating game design suggested by the analysis of intellectual impacts of digital spaces.
Engels, Tatjana. Digital games as a new medium of fairy tales – correlation between fairy tales and digital games.
Gefken, Andreas. Designing Non-Player Social Behavior in Video Games.
Hoppmann, Rick. Wildflower Meadow – Games as effective means for nature conservation education efforts.
Karademir, Ilke. Playing Politics: A Game Demo and a Theoretical Analysis of the Representation of Politics in Political Games.
Ossowski, Alicija. Character Locomotion – The Natural Behaviour and Motion of a Playable Character.
Quinteros Vidal, Alvaro. Show and Tell: Storytelling Through the Scenery of a Game´s World.
Rosenkranz, Anna. A research about UI as a distracting factor in Digital Games and an illustration and concept book with the title “Loss”.
Schlömp, Pierre. How users identify with fictional characters in audiovisual media – A theoretical analysis based on examples and application of the results in a game design document.
Schoeller, Felix. Making Citizens in a City Building Game Memorable: Burghers.
Tomokowitz, Niklas. Research on narrative design and linear storytelling with aspects on writing for pen & paper roleplay games and the development of a playable campaign for the game “Das Schwarze Auge”.
Weber, Johannes. Der neue Struwwelpeter: The adaption of historical artstyles in video games.
Abeln, Moritz. Analyzing and enhancing shaders for a virtual reality graphic novel.
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.
Castritius, Neysha. Development of the Real-Time Short Film “Catch it!” with a Special Focus on Rigging and Animation Creating Enhanced Character Expressiveness
Droste, György. A theoretical analysis of player controllers including the creation of an adjustable controller simulating examples analyzed in the research paper.
Gotwig, Eduard. Design & Implementation of new software features for an online Integrated Development Environment for building 3D games and experiences with HTML5.
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.