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  • Rob Homewood

    < Back Rob Homewood Goldsmiths iGGi Alum Personalised Aesthetics for Games The worldwide games industry is a huge market and as the spectrum of people who spend time playing games increases, there is more and more competition to create games that capture the attentions of a wide audience. Whilst games have been traditionally designed with specific cultural demographics in mind, a game that could dynamically match the cultural values of a range of demographics would maximize its potential market. Robert’s research looks at developing techniques for procedurally generating dynamic game assets that can be viewed as being relevant at a ‘per player’ level. He aims to do this by actively profiling a player’s social networks and building up a picture of the cultural references with which they identify. This knowledge could then be used to create game assets that match an aesthetic the player would likely feel comfortable with, allowing a more flexible decoupling between game mechanics and aesthetic during the design process. Designers could then focus on creating interesting game mechanics that could work in a variety of settings and the system would fill in the aesthetic detail based on the requirements of the individual player at run-time. Having studied in five countries, Robert is currently undertaking a PhD at Goldsmiths, University of London where he is part of the EPSRC funded IGGI (Intelligent Games and Games Intelligence) program. He also holds a Bachelor’s degree in Game Design and Production Management from the University of Abertay Dundee which included a year of studies at the George Mason University Computer Game Design Program. He also spent a year studying Serious Games at Masters level at the University of Skövde in Sweden (which has the longest running Serious Games program in the world). Robert has an active interest in the media arts field and has exhibited his work in three countries. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Player Research - Previous Next

  • Charline Foch

    < Back Dr Charline Foch University of York iGGi Alum Charline first came to the UK in 2011 to study English and Film Studies at King’s College London, before going on to a MSc in Film, Exhibition and Curation at the University of Edinburgh. By chance, accident or fate, she stumbled into the games industry, working in an independent game studio in Berlin, where she touched upon customer support, community management, content writing and QA for a new MMORPG. This experience gave her the push to start a PhD in video games. In her spare time, she is an avid film viewer, volleyball player, and amateur artist. Charline’s research focuses on how people conceptualise failure, with an emphasis on its perceived positive, desirable effects on player experience. Throughout her PhD, she has conducted research among video games players to gain a better understanding of what they perceive as the purpose and value of failure in the games they play; and conducted research among video games developers to gain a better understanding of what processes, obstacles, and ideas go into the design and implementation of failure in their games. With a focus on single-player, more narrative-driven games, she has used this research to design a cards-based design toolkit to support game designers in approaching the question of fail states and player experience in the early stages of the game development process, helping them reflect on the intersection between failure, game mechanics, storytelling, and player experience when working on their games. Aside from her PhD, Charline has also worked with the Digital Creativity Labs on the PlayOn! project, a European project gathering 9 theatres across Europe working on immersive technologies (VR, AR, apps for audience participation...) and theatre productions. During her time at PlayOn!, she has worked on the connections between the games industry and the performance arts, investigating how technology, game design principles, and theatre can work together, and what barriers practitioners face when attempting to reconcile all sides in a single production through experimentation and collaboration. Email charline.foch@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor: Dr Ben Kirman Featured Publication(s): “The game doesn't judge you”: game designers’ perspectives on implementing failure in video games “Slow down and look”: Desirable aspects of failure in video games, from the perspective of players. Themes Design & Development Player Research - Previous Next

  • Prof Sebastian Deterding

    < Back Prof. Sebastian Deterding iGGi Responsible Innovation Lead Supervisor Sebastian Deterding is a designer-researcher working on playful, gameful, motivational, and eudaimonic design. His work asks how we might re-design the socio-technical rule systems we live in to enable a good life for all. He is founder of the Gamification Research Network, and co-editor of The Gameful World (MIT Press, 2015). An internationally recognised leader of gamification research, he is frequently invited to keynote and speak at venues like Lift, Interaction, GDC, Games Learning Society, Google, IDEO, and MIT, and his work has been covered by The Guardian, The New Scientist, the Los Angeles Times, arte, and EDGE Magazine among others. As a senior research fellow at the Digital Creativity Labs, Sebastian works on the intersection of AI, machine learning, and design for augmented creativity: how can we create systems that learn to automatically adapt and serve optimally engaging content to users, and serve optimally supportive design suggestions and tutorials to creators? He is particularly interested in supervising students with a design, HCI, or behavioural sciences background on the following topics: understanding and designing for uncertainty, curiosity, and epistemic emotions in games applied games for decarbonisation and climate adaptation design for behaviour change Self-determination theory and games Research themes: Game Design Games with a Purpose Computational Creativity Player Experience Gamification Email sebastian.deterding@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games Creative Computing Design & Development Player Research - Previous Next

  • Piers Williams

    < Back Dr Piers Williams University of Essex iGGi Alum Partial Observability as a game mechanic There is a wide variety of different types of games, each providing its own unique challenge to artificial intelligence. Not all games provide full access to the environment, creating interest and difficulty by hiding particular pieces of information from the player. Other types of game expect teamwork from the players rather than being solely adversarial. Some games use both restrictions, and it is this type of game that this thesis concentrates on. Piers graduated from the University of Essex with an MSc in Computer Science. His interests lie in the field of Artificial Intelligence and in particular Multi-Agent Systems. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): The 2018 Hanabi competition Hexboard: A generic game framework for turn-based strategy games Evaluating and Modelling Hanabi-Playing Agents Monte carlo tree search applied to co-operative problems Artificial intelligence in co-operative games with partial observability Ms. Pac-Man Versus Ghost Team CIG 2016 Competition Cooperative games with partial observability Themes Game AI - Previous Next

  • Adam Katona

    < Back Dr Adam Katona University of York iGGi Alum Adam did his MSc in mechatronics at Budapest University of Technology and Economics. After graduation, he spent two years working on automated driving at Robert Bosch GmbH, during which he got exposed to both the classical and the machine learning approach of creating intelligent agents. Evolutionary computation continues to surprise us by producing creative and efficient designs. However despite our best efforts, artificial evolution had not produced anything ascomplex and interesting as natural evolution. As our hardware is becoming faster and number of cores in our chips increase, the lack of computational power is becoming less of an excuse. It is starting to become more and more obvious that some fundamental component of natural evolution is missing from our simulations. One possible candidate is the evolution of evolvability. Evolution seems to produce organisms which are well suited for further evolution. The goal of my research is to find mechanisms which allows evolution to increase evolvability, and incorporate these in the design of more efficient neuroevolution algorithms.This research is in the intersection of evolutionary computation, evolutionary developmental biology and neural networks. Email mail.adamkatona@gmail.com Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): Complex computation from developmental priors Utilizing the Untapped Potential of Indirect Encoding for Neural Networks with Meta Learning Quality Evolvability ES: Evolving Individuals With a Distribution of Well Performing and Diverse Offspring Growing 3d artefacts and functional machines with neural cellular automata Time to die: Death prediction in dota 2 using deep learning Themes 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

  • Guilherme Matos de Faria

    < Back Guilherme Matos de Faria University of York iGGi Alum I am a Portuguese student with a background in Artificial Intelligence. In 2016 I started attending video game tournaments and learned to analyse my matches and improve from it. When I did my masters in AI, I noticed that I could join my professional skills and my hobbies together to create something relevant to AI and competitive gaming. A description of James' research: I am looking to better understand which actions and decisions have the biggest impact on the outcome of a game. Currently, I am particularly focused on competitive turn based card games. What are the best players doing to win? How can players adapt to improve their chances of success? These are the questions I am hoping to help answer, giving players a better understanding of the game and how to improve. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Game AI - 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

  • Prof Paul Cairns

    < Back Prof. Paul Cairns University of York iGGi Chair Supervisor Paul Cairns is a professor interested in Human-Computer Interaction (HCI) generally and specifically on how games work to produce the experiences that players really value. He has looked extensively at immersion and engagement in games but is also developing new ideas on players experiences of challenge and uncertainty. He has been teaching HCI for over twenty years and is particularly interested in the rigorous application of research methods having co-edited the first book on research methods for HCI and written another about doing better statistics in HCI. He strongly believes in self-explanatory book titles. He is also Scholar-in-Residence at The AbleGamers Charity, based in the USA, through which he is working with players and game developers to inform and advance the development of accessible games. With his colleagues there, he produced the Accessible Player Experiences (APX) design patterns and card deck. He is particularly interested in supervising students with a HCI, behavioural sciences, media or computer science background on the following topics: Understanding player experiences Developing new measures of player experience whether based on self-report, physiological or other instruments Accessible player experiences Using games to understand and inform people’s experiences with other interactive systems Research themes: Accessible Games Games with a Purpose Player Experience Email paul.cairns@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Accessibility Applied Games Game Data Player Research - Previous Next

  • Luiza Gossian

    < Back Luiza Gossian Queen Mary University of London iGGi PG Researcher Available for placement Luiza is a multidisciplinary researcher, game designer and developer interested in translating real world concepts into engaging game mechanics. Her work explores how games can bridge the gap between serious and entertainment design, combining the strengths of both to tackle difficult topics in new and unexpected ways. As an experienced artist, graphic designer and photographer, Luiza uses her visual skills and psychology background to prototype experimental game designs, design game documentation and craft atmospheric experiences. A description of Luiza's research: Luiza’s work explores alternative approaches to serious games that blend the accessibility and engagement of casual game design with the applied foundations of research-driven game development. Using her project Detachment Undone, an abstract arcade game inspired by the ten stages of genocide, she is investigating how to design games about genocide that break away from traditional, narrative-centric approaches and embrace the ludic potential of games. Drawing on theories of intergroup and cultural psychology, she is exploring how these difficult themes can be expressed through mechanics in engaging, effective and informative ways. Email l.gossian@outlook.com Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisors: Dr Jo Iacovides Dr Jeremy Gow Themes Applied Games Design & Development - Previous Next

  • Shopna Begum

    < Back Shopna Begum Queen Mary University of London iGGi Administrator iGGi Admin iGGi Administrator at QMUL Shopna is part of the iGGi Admin Team which is responsible for the smooth running of iGGi. In her role as iGGi QMUL Administator she provides administrative services and pastoral care to PhD students and assists the iGGi QMUL Manager in key aspects of the Centre's management. Email shopna.begum@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes - Previous Next

  • Tara Collingwoode Williams

    < Back Dr Tara Collingwoode-Williams Goldsmiths iGGi Alum Tara is an IGGI PhD student from Goldsmiths University taking her Mphil/PhD in Intelligent Games/Game intelligence with a focus on Avatar Embodiment and Interaction within Virtual Reality. Before this she graduated with a Bsc in Creative Computing. Over the years, her interdisciplinary profile has enabled her to work as a Technical Support and Researcher with many organisations in relation to her research, such as UCL, Great Ormond Street Hospital, George Mason Serious Games Institute in the United States where she also co-lectured a XR Games Module and, more recently as an Associate Lecturer in Goldsmiths University teaching Unity based XR experience development. Currently, she is contracting for USTech as an Assistant UX researcher at Facebook whilst completing her PhD program. With this rise in demand for Head Mounted Displays (HMDs), so is the need to create Embodied Shared Virtual Environments (ESVE) where users may experience authentic social interactions. Tara’s research presents an exploratory examination of Embodiment - meaning the subjective feeling of owning a virtual representation in VR, and specifically Consistency in Embodiment - relating to how we prioritize and syncronise objective attributes of embodiment (i.e avatar representation) in order to create ESVEs which supports more intuitive social interaction. The goal is to understand how different technical setups could have a psychological impact on participants' experiences in ESVE. This research hopes to inform development of successful social interaction in a variety of applications in VR, ranging from training to gaming. Tara presently holds a position as Lekturer in VR at Goldsmiths, Universtiy of London. Email tc.williams@gold.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): The Psychological Impact of the Configuration of Self-Representation in Immersive Virtual Reality Delivering Bad News: VR Embodiment of Self Evaluation in Medical Communication Training The impact of self-representation and consistency in collaborative virtual environments G487 (P) Is clinician gaze and body language associated with their ability to identify safeguarding cues? Evaluating virtual reality experiences through participant choices A discussion of the use of virtual reality for training healthcare practitioners to recognize child protection issues A study of professional awareness using immersive virtual reality: the responses of general practitioners to child safeguarding concerns The effect of lip and arm synchronization on embodiment: a pilot study Themes Applied Games Player Research - Previous Next

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The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (iGGi) is a leading PhD research programme aimed at the Games and Creative Industries.

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