Kasper input:
Overdone topics:
- Onboarding/Tutorials
- Horror enemy behavior
- Difficulty assessment
- Boss battles
Topics that could be interesting, but no specialists in IGP team:
- Economy design
- Narrative design
- AI as a tool (can be a topic for all fields)
Game Design:
- Expand on research-based successful projects of Game Design 3. E.g., how to design a haptics-only game? How to improve on shop structures in RPGs?
- We should brainstorm for predetermined topics that expand on topics tackled throughout GD classes
Game Design 1
-> Comparing mechanics-first approach to theme-first approach: productional and creative benefits
-> Effectivity of paper prototyping versus digital prototyping in several aspects
Game Design 2
-> Use of feels/juice to improve clarity
-> Designing a GDD: Benefits, approaches, relevance in the current game production pipeline
Game Design 3
-> Expand on research-based successful projects of Game Design 3. E.g., how to design a haptics-only game? How to improve on shop structures in RPGs?
UI/UX
-> Which aspects of UI/UX design are the most impactful?
-> Universal interpretations of icons, symbols, indexes in games
-> Re-imagining UI or onboarding of retro games to effective in-game versions
Production:
-> Trailer-first approach effectivity
-> Genre popularity/revenue per player profiles, ages, etc.
-> Client budget expectations
Game Art:
→ Diegetic vs non-diegetic elements and impact on immersion
→ Cultural reference and history
→ DLSS within indie context
→ AI for subroutines within indie pipelines
Another issue is that IGP topics usually require a more time-consuming mixed methodology involving players/users
We, as DAE lectors, are no researchers, so a University-style list of yet to be researched topics is something that is more based on a hunch and less on actual evidence (my opinion)
Jef Daels input
researching how to use (which) ai (in which manner) in any game development related topic and draw conclusions concerning the quality and desirability: is ai good enough to replace or assist the human factor or is it still to bad? (inspired by the fact that at least 2/4 of my internships explicitly mention (without me asking) they use ai a lot since the company does automatic code generation ai document generation (eg meeting reports) overdone topics: hand-drawn/charcoal shader What I would like to see these topics go towards instead
Using real analogue techniques and finding a way to implement these in a unique way in a shader pipeline for a game. (Laure Dhooge her gardwork did this and I want to see more of this instead!) The Blender Studio’s Dog’s Walk recently did this as well, but there is definitely room for experimentation.
Some other topics I think would be nice to explore:
Museum experiences (AR, VR). Thumbnail/trailer design: research different techniques and their effect on marketability. Game Design that adapts according to player behaviour.