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  • Dr Abi Evans

    < Back Dr Abi Evans University of York Supervisor Abi Evans is a Lecturer in Interactive Media in the Department of Theatre, Film, Television, and Interactive Media at the University of York. Her research is at the intersection of Human-Computer Interaction (HCI) and Learning Sciences, exploring how technology can provide real-time adaptive scaffolding for the skills and processes associated with effective learning in a variety of settings. Abi is particularly interested in supervising students who want to create and evaluate games and immersive experiences for learning or develop approaches for measuring learning in games. Her current project focuses on developing experiences for people who are learning to code, specifically tackling barriers to learning such as imposter syndrome and misconceptions about coding concepts. Abi would also welcome students interested in games for learning in other disciplines and in informal settings as well as traditional academic disciplines. Email abi.evans@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Design & Development Immersive Technology Player Research - Previous Next

  • Tania Dales

    < Back - Meet me @ Develop:Brighton 2026 - Tania Dales University of York iGGi PG Researcher Available for placement Tania is an indie video game designer and developer, working with horror, science fiction and games which are a little strange, bizarre and uncomfortable. They adopt research through design methodology, utilizing game design artistic practices, and game development software in their studies. About Tania's research: "My research is situated within character design, specifically in humanoid characters that elicit complicated and nuanced emotional reactions in players. These emotional reactions are those that creep in, linger, and last beyond the moment of play, rather than instantaneous responses like jump scares. We often experience these reactions when engaging with games that explore themes of body, cosmic and existential horror. My research looks at why these reactions occur, how we design our characters with these reactions in mind, and what is the role of bugs and glitches during existential gameplay experiences." Email tania.dales@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor: Dr Ben Kirman Themes Design & Development Game AI Immersive Technology Player Research - Previous Next

  • jozef-kulik

    < Back Dr Jozef Kulik University of York iGGi Alum Jozef’s first study has focused on developing a better understanding of the challenges and barriers to making accessible games. This identified a vast array of personal, organisational, and external factors which contribute to the difficulties that developers experience when seeking to make their games more accessible, and also identifies avenues which might be helpful. One key finding in this research was that one of the biggest challenges that developers experience relates to a lack of lived experience with disability, or knowledge of the player experience with disabilities. My most recent research is focused on how to effectively extract that knowledge from players with disabilities, then insert it into a large studio within the UK. This research takes a multi-pronged approach to assisting developers in making more accessible games. First by directly assisting a studio with knowledge about their games, second generating potentially transferable knowledge on accessibility issues and player experience for the rest of the industry, and exploring how research methods such as diary study methodology can be valuable in extracting data from natural play environments with people with disabilities. Email joe.kulik@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisors: Prof. Paul Cairns Dr Jen Beeston Featured Publication(s): A Qualitative Investigation of Real World Accessible Design Experiences within a Large Scale Commercial Game Development Studio Grounded theory of accessible game development What makes icons appealing? The role of processing fluency in predicting icon appeal in different task contexts Themes Accessibility Player Research - Previous Next

  • Dien Nguyen

    < Back Dien Nguyen Queen Mary University of London iGGi PG Researcher Available for placement I graduated from the University of California, Irvine with a BSc in Computer Game Science and a Minor in Statistics. My undergraduate thesis focused on augmenting Monte Carlo tree search with a value network trained through a self-play framework similar to AlphaZero. During my undergraduate degree, I became interested in the intersection of games and artificial intelligence—applying methods of reinforcement learning, graphical models, and knowledge representation to game playing and game design. My long-term goal is to work on the problem of formalizing game elements, representing game systems in a way that allows for automatic reasoning and inference. I also enjoy playing games where I can customize and theorycraft my playstyle to satisfy certain gameplay fantasies while beating the game. My current research is within the field of Automated Game Design Learning, an emerging field in AI research with the purpose of learning game design models through playing. The current strategy is to play out the full game in thousands of iterations, which can be impractical for complex games with large state space and computationally expensive forward models. My research will focus on applying Go-Explore—a recent exploration paradigm that outperforms many state-of-the-arts—to improve the efficiency of automated playtesting of tabletop games by using an archive of interesting game states to reduce the time needed for self-play. The research will be primarily conducted within the TAG framework and aim to be game-agnostic. On successful completion, this research will improve game development cycles, resulting in higher-quality games, and potentially give unique insights into the game design process. Email d.l.nguyen@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor: Dr Diego Pérez-Liébana Featured Publication(s): Unveiling modern board games: an ML-based approach to BoardGameGeek data analysis Themes Applied Games Creative Computing Design & Development Game AI - Previous Next

  • Zoe O Shea

    < Back Zoë O’Shea Goldsmiths iGGi PG Researcher Zoë O’Shea is an Irish freelance games designer and artist, working on her thesis in game design and player psychology. Her previous qualifications include 3D Generalism, and an MA in Digital Game Design and Theory. She is endlessly curious about the meaning and value that technology can bring to the world, exploring the human experience as a core principle of her work. She firmly believes in the importance of creating a more joyful and inclusive world. Zoë has previously worked with a range of clients and companies including A Brave Plan, Surgent Studios, Transport for London (TfL) and LEGO. In 2019, Zoë was awarded a Digital Fellowship from the Royal Shakespeare Company (RSC) in collaboration with Magic Leap. Zoë worked with other creatives for a year to explore the future of theatre and Spatial Computing (Mixed Reality). The programme completed in Feb 2020, through the generous support of Magic Leap, the RSC, their technologists, industry partners, i2 Media Research and the University of Portsmouth. Currently, Zoë is working on completing her thesis while offering consultancy services for games and start-ups looking to expand their knowledge in soft aesthetics, tend & befriend game design and immersive technology. A description of Zoë's research: Tend & Befriend: A New Perspective on Player Psychology in Digital Games Many are familiar with the term "fight-or-flight" - a stress response activated when animals come into conflict with a stressor or threat. Less commonly known is "tend & befriend", an alternative theory of stress response which suggests that engaging with tending and affiliative behaviours under duress can soothe and protect us. This thesis investigates this phenomenon in digital games, with a focus on empirical data and design. Results demonstrate a consistent niche in the games industry for "tend & befriend" centric design and the value in synthesising previous design frameworks to create a intentional and polished experience for players. Email z.oshea@gold.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor(s): Prof. Richard Bartle Featured Publication(s): The impact of self-representation and consistency in collaborative virtual environments Themes Design & Development Immersive Technology Player Research - Previous Next

  • Adrian

    < Back Dr Adrián Barahona-Ríos University of York iGGi Alum From 2018 and in collaboration with Sony Interactive Entertainment Europe, Adrián is researching strategies to increase the efficiency in the creation of procedural audio models for video games by using DSP and machine learning approaches. His main research interests, applied to the synthesis of sound effects, are generative deep learning (GANs, RNNs and VAEs) to synthesise raw audio and machine learning to find out the best parameters for a synthesiser to generate a target sound. Adrián has been enthusiastic about sound and more specifically about game audio since he began his studies. By the time he completed an HND in Creative Media Production in Madrid, he started working in the industry as a recording engineer in an ADR studio for the Spanish localisation of video games (such as Fallout 4, Until Dawn or Just Cause 3). He moved from Spain to the UK in 2015 to take a BA (top-up) in Music Production at the Southampton Solent University and an MSc in Sound Design at the University of Edinburgh immediately after. During that journey, he focused his career in procedural audio and explored ways to create models for interactive applications by using different techniques. Email adrian.barahona.rios@gmail.com Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor Dr Tom Collins Featured Publication(s): Deep Learning for the Synthesis of Sound Effects NoiseBandNet: controllable time-varying neural synthesis of sound effects using filterbanks Sonifying energy consumption using SpecSinGAN SpecSinGAN: Sound Effect Variation Synthesis Using Single-Image GANs Synthesising Knocking Sound Effects Using Conditional WaveGAN Perception of emotions in knocking sounds: An evaluation study Perceptual Evaluation of Modal Synthesis for Impact-Based Sounds Illuminating Game Space Using MAP-Elites for Assisting Video Game Design Themes Creative Computing Game Audio - Previous Next

  • Dr Miles Hansard

    < Back Dr Miles Hansard Queen Mary University of London Supervisor Miles Hansard is a computer vision researcher, working on geometric and statistical methods for 3D scene understanding and rendering. He is also interested in active 3D sensing technologies, including depth cameras, lidar, and millimetre-wave radar. His recent projects include GPU methods for real-time atmospheric effects, commodity radar localization of UAVs, and grasp planning for robotic manipulation. He has also worked on human perceptual processes, including eye-movements, geometric judgements, and binocular stereopsis. Miles Hansard is a Senior Lecturer in computer graphics, and a member of the Vision Group and Centre for Advanced Robotics, at QMUL. He is available to supervise projects in the following areas: Simulation of complex physical effects (e.g. the motion of cloth, fire, and fluids), using machine learning. Physically plausible character animation in complex environments (e.g. slippery terrain), using machine learning. Email miles.hansard@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Design & Development Game AI Game Data Immersive Technology - Previous Next

  • Ozan Vardal

    < Back Dr Ozan Vardal University of York iGGi Alum Ozan studied undergraduate psychology at the University of Groningen, and holds a master's degree in Performance Psychology from the University of Edinburgh, where he wrote theses on the dynamics of psychological momentum in sport competition and the decision-making of expert applied psychologists respectively. He has long been fascinated with the psychological mechanisms underpinning complex skills, owing to his own background as a classically trained musician and his previous work as a performance psychology consultant with competitive athletes. His primary research interests involve the behavioural and neural factors surrounding human learning and skilled performance. A description of Ozan's research: Ozan views games as behaviourally rich environments for the study of complex skills and human learning. The competitive and immersive nature of games encourages millions of players to develop profound skill over hours, days, and even years of practice. Ozan’s work takes advantage of large data repositories generated by such players to study how different patterns of practice result in differences in learning outcomes. He also uses experimental methods in his work, and is currently using neuroimaging methods (MEG) and modelling techniques to identify how shifts between different behavioural and neural states affect performance as people play Tetris. By using games as a vehicle to study psychology, Ozan aims to develop scalable solutions to studying human learning. He hopes for a future where the science of learning is sufficiently advanced, such that (artificial) trainers can recommend optimised practice schedules for motivated learners, in any performance domain. Please note: Updating of profile text in progress Email ov525@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): Mind the gap: Distributed practice enhances performance in a MOBA game Themes Design & Development Esports Game Data - Previous Next

  • Dr Anne Hsu

    < Back Dr Anne Hsu Queen Mary University of London Supervisor Anne Hsu’s research includes machine learning, artificial agents, natural language processing and learning, human decision making, interaction design, and well-being technology. Her interests include developing interactive systems that use machine learning and understanding of human psychology to improve human behaviour. She is particularly interested in supervising students with a machine learning, design, HCI, or behavioural sciences background on the following topics: understanding and designing for curiosity in games design for behaviour change motivational/educational games Research themes: Game AI Game Design Games with a Purpose Player Experience Gamification Email anne.hsu@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games Design & Development Esports Player Research - Previous Next

  • Peter York

    < Back Peter York University of York iGGi Alum PhD student working in analytics and machine learning for esports broadcast and understanding. In particular working with Weavr on various projects related to broadcast and learning tools for Dota 2. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): Data-Driven Audience Experiences in Esports Metagaming and metagames in Esports DAX: Data-Driven Audience Experiences in Esports A generalized framework for self-play training Themes Esports Game AI - Previous Next

  • Prof Greg Slabaugh

    < Back Prof. Greg Slabaugh Queen Mary University of London Supervisor Gregory G. Slabaugh is Professor of Computer Vision and AI and Director of the Digital Environment Research Institute (DERI) at Queen Mary University of London. He is also a Turing Fellow at the Alan Turing Institute. His research work spans computer vision and computer graphics including geometric modelling and image/video-based understanding. He is interested in deep learning approaches including generative techniques like normalizing flow an generative adversarial networks. He previously worked in the games industry as a 3D graphics programmer and his PhD thesis focussed on how to model 3D objects from a collection of images. He is interested in how to create engaging content and interaction from images as well as procedural methods to reduce the effort of 3D modelling. Email g.slabaugh@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games Creative Computing Immersive Technology - Previous Next

  • Prof Richard Bartle

    < Back Prof. Richard Bartle University of Essex iGGi Co-Investigator Supervisor Richard Bartle is a renowned pioneer in game design and research. He co-wrote the first virtual world, MUD ("Multi-User Dungeon") in 1978, and has thus been at the forefront of the online games industry from its very inception. He is an influential writer on all aspects of virtual world design, development, and management. As an independent consultant, he has worked with many of the major online game companies in the U.K. and the U.S. over the past 30 years. His 2003 book, Designing Virtual Worlds , has established itself as a foundation text for researchers and developers of virtual worlds alike. His Player Type theory is taught in game design programmes worldwide (he appears in examination questions!). His interests are directed mainly virtual worlds, particularly Massively Multiplayer Online Role-Playing Games (MMORPGs, or MMOs), but cover all aspects of game design. He is keen to see AI used for non-player characters in MMOs (his PhD is in AI), and his current work considers the long-term moral and ethical implications of this. They’re maybe not what you might think they were at first glance… Email rabartle@essex.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Design & Development Game AI Player Research - Previous Next

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