• Title/Summary/Keyword: Game project

Search Result 125, Processing Time 0.024 seconds

A Study of Effective game designing processes (효과적인 게임 기획 프로세스 방안 연구)

  • Jeon, Joon Hyun;Jeong, Eui Jun
    • Journal of Korea Game Society
    • /
    • v.16 no.3
    • /
    • pp.35-44
    • /
    • 2016
  • The progress of the game engine make us easier to develop a game product and it is possible for one man to make a game. This means that if you have ideas about game, you can make a game as you thought only if you know how to design a game. Because the game designing is not the field that may not be used like tools and could not buy like graphical data. This study, based on the practice, presented to the understanding and guidance for people who want to know about game designing such as no experienced person and starting new game design. These contributions are supported by a detailed exploration of common understandings of game design methods so that I expect to help designing or managing the project.

A Study on the Factors Affecting the Success of Crowdfunding for Game Development Projects (게임개발 프로젝트를 위한 크라우드펀딩의 성공에 영향을 미치는 요인에 관한 연구)

  • Lee, Woo Chang;Ha, Jeongcheol;Lee, Choong Kwon
    • Smart Media Journal
    • /
    • v.6 no.4
    • /
    • pp.94-100
    • /
    • 2017
  • Procurement of development funds is a very difficult process in the Korean game industry where competition is fierce. Recently, crowdfunding has been used as a convenient platform to attract potential investors to secure the development cost of the game. This study explored the factors influencing the success of crowdfunding for game development projects. We collected data on 229 game development projects in Tumblebuck, a reward-based crowdfunding site in Korea. According to the results of the logistic regression model, the factors that have a positive effect on the success of funding are the average compensation amount relative to the target amount, the number of SNS shares, the number of updates, and the originality of the proposed game. Video playback time has been found to have a negative impact. Based on the results of this study, it is expected that planning a game development project considering the variables affecting the success of crowdfunding will help financing.

A Case Study on the Game Industry Optimized Human Resource Development Program (게임업계 맞춤형 인력양성 사례연구(계약학과를 중심으로))

  • Kwon, Yongman
    • Journal of Korea Game Society
    • /
    • v.13 no.2
    • /
    • pp.71-80
    • /
    • 2013
  • The purpose of this paper is to analyze the results & performance of the optimized human resource development program, which was progressed by Gachon University in the past three years. Gachon University since 2009, with the support of the government, has launched a "Game Project Track" and also has carried out curriculum development and student education with cooperative companies in the field of game industry. Furthermore, Game Project Track, with companies, has pursued special lecture & intern training during vacation in order to strengthen students' ability to adapt on-site. As a results of co-education, 25 students have received the award in the external competitions, and also 39 students(97.5%) of 40 graduated from this course have been employed by cooperative companies.

A Study on the Limits and Improvement Methods of Korean Indie Game Development Policy (국내 인디게임 육성정책의 한계 및 개선방안에 관한 연구)

  • Choi, JoongBin;Kim, SunYoung
    • Journal of Korea Game Society
    • /
    • v.19 no.6
    • /
    • pp.25-36
    • /
    • 2019
  • The Indie Game market is emerging as a niche for game startups. We analyzed policy cases related to indie games in local governments, and the private sector to suggest ways to improve the Indie Game market. As a result, the problems of Indie Game-related policies resulted in lack of market research and success case analysis, lack of manpower training program, accelerator program, and public-private cooperation project. To build an Indie Game ecosystem, we proposed the necessity of establishing an effective promotion system through cooperation between the local government and the state.

A Case Study on the Use of Agile Methodology in Game Development Project of College (대학의 게임개발프로젝트에서 애자일 방법론 적용 방안에 관한 사례 연구)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.07a
    • /
    • pp.305-306
    • /
    • 2019
  • 대학의 게임개발 프로젝트는 학기라는 시간적 제약아래 게임 기획, 그래픽, 프로그래밍, QA 등 다양한 전공의 학생들이 팀을 이루고 진행한다. 게임 개발은 특성상 폭포수 개발과 같은 전통적인 개발방법론보다는 애자일 방법론이 보다 적합할 수 있다. 본 논문에서는 애자일 방법론 적용을 시도한 졸업작품팀의 개발자를 인터뷰하여 진행과정과 실패 요인에 대한 정보를 수집하여 분석하고, 애자일 방법론을 적용하기 위한 방안을 제시하였다.

  • PDF

Mathematical Elaboration Process of the Elementary Gifted Children's Board Game Re-creation in Group Project (모둠별 게임 변형을 통한 초등수학영재들의 수학적 정교화 과정 분석)

  • Sung, Ye Won;Song, Sang Hun
    • School Mathematics
    • /
    • v.15 no.3
    • /
    • pp.619-632
    • /
    • 2013
  • One area where research is especially needed is their elaboration process and how they elaborate their idea as a group in a mathematical board game re-creation project. In this research, this process was named 'Mathematical Elaboration Process'. The purpose of this research is to understand how the gifted children elaborate their idea in a small group, and which idea can be chosen for a new board game when they are exposed to a project for making new mathematical board games using the what-if-not strategy. One of the gifted children's classes was chosen in which there were twenty students, and the class was composed of four groups in an elementary school in Korea. The researcher presented a series of re-creation game projects to them during the course of five weeks. To interpret their process of elaborating, the communication of the gifted students was recorded and transcribed. Students' elaboration processes were constructed through the interaction of both the mathematical route and the non-mathematical route. In the mathematical route, there were three routes; favorable thoughts, unfavorable thoughts and a neutral route. Favorable thoughts was concluded as 'Accepting', unfavorable thoughts resulted in 'Rejecting', and finally, the neutral route lead to a 'non-mathematical route'. Mainly, in a mathematical route, the reason of accepting the rule was mathematical thinking and logical reasons. The gifted children also show four categorized non-mathematical reactions when they re-created a mathematical board game; Inconsistency, Liking, Social Proof and Authority.

  • PDF

Design and Implementation of the Game Engine for the Multiplayer Mobile Network Game (다중사용자 모바일 네트워크 게임을 위한 게임엔진의 설계 및 구현)

  • Jeong, Chul-Gon;Choi, Hwan-Eon;Jeong, Sun-Wung
    • Journal of Korea Game Society
    • /
    • v.7 no.2
    • /
    • pp.101-112
    • /
    • 2007
  • Along with the development of mobile technology, mobile game has undergone a change from downloadable game to network game, where a large number of users connect to server and play real-time game with a mobile phone. In order to develop these mobile network games economically, a proper, suitable game engine is needed. This study proposes the result of design and implementation of RWMMO-GE(Realtime Wireless Massively Multiplayer Online RPG Game Engine) that is used to develop a mobile network game. The structure of RWMMO-GE, which is the research result of this study, consists of major components such as Network/Client Module, Object Module, Map Tool, Script Editor, and Character Editor. The characteristics of the multiplayer mobile game developed by this engine is that a large number of players can play real-time game in a single map, which implies a possibility of a new business model in this area. This research is a result of the RWMMO-GE supported by 2006 IT Excellent Technology Support Project(No:A1300-0601-0125) of IITA(Institute Information Technology Advancement).

  • PDF

Stakeholder Analysis on Korea's Trade Negotiation (한국 통상협상 국내 이해관계자 분석)

  • Ko, Bo-Min
    • Korea Trade Review
    • /
    • v.42 no.5
    • /
    • pp.161-182
    • /
    • 2017
  • This study is to conduct a stakeholder analysis using Project Stakeholder Management Model established by US Project Management Institute (or PMI) in order to identify current stakeholder related to Korea's trade policy and to establish the stakeholder management process for Korea's trade negotiation. Project Stakeholder Management Model includes four stages such as identifying, planning, managing, and controling stakeholder. The stakeholder management process for Korea's trade negotiation classifies domestic stakeholder into two category; internal stakeholder and external stakeholder. This research suggests that Korea should invite consumer groups, labor unions, and farmer's association into the official communication channel of trade authority while unifying the current stakeholder management divisions and relevant advisory committees within the trade ministry.

  • PDF

Development of Web-cam Game using Hand and Face Skin Color (손과 얼굴의 피부색을 이용한 웹캠 게임 개발)

  • Oh, Chi-Min;Aurrahman, Dhi;Islam, Md. Zahidul;Kim, Hyung-Gwan;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02b
    • /
    • pp.60-63
    • /
    • 2008
  • The sony Eytoy is developed on Playstation 2 using webcam for detecting human. A user see his appearance in television and become real gamer in the game. It is very different interface compared with ordinary video game which uses joystick. Although Eyetoy already was made for commercial products but the interface method still is interesting and can be added with many techniques like gesture recognition. In this paper, we have developed game interface with image processing for human hand and face detection and with game graphic module. And we realize one example game for busting balloons and demonstrated the game interface abilities. We will open this project for other developers and will be developed very much.

  • PDF