Planning and implementation of scene of video game controlled by motion sensor

OData support
Dr. Szűcs Gábor
Department of Telecommunications and Media Informatics

The story of video games starts in 1948 when Thomas T. Goldsmith Jr. and Estle Ray Mann created the first electronic entertaining machine, which was capable of running simple games. In the last 5 years we could observe a quick spread of games, which are based on interactive story telling. The gameplay is made even more exciting through added Quick Time Events (QTE), requiring fast reactions from the players.

In the first part of my thesis I present the tools I have used and explain the reasons behind selecting them. These were the first major decisions I had to make during my working process. As a motion sensor I decided to go with Leap Motion, as the game engine I’ve chosen the Unity3D.

At the beginning I’ve planned and constructed the static world and then I’ve implemented the expected behaviors. The biggest challenges were the tasks where I had to use the motion sensor during the gameplay. There are four challenges for the players, which are needed to be completed before they run out of time. I wrote my own engine for handling these events, and the timer and the inputs given by the motion sensor. The success of the whole game depends on the success of these challenges.

For making the game even more exciting I made an inventory as well. It is containing several tools that are supposed to make the challenges of the game a little bit easier.

Finally I present the results I obtained from a group of testers, summarize my main findings and experiences in the topic and provide some thoughts on further development opportunities.


Please sign in to download the files of this thesis.