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
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.