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- The trails of just cause 2: spatio-temporal player profiling in open-world games
< Back The trails of just cause 2: spatio-temporal player profiling in open-world games Link Author(s) M Aung, S Demediuk, Y Sun, Y Tu, Y Ang, S Nekkanti, S Raghav, ... Abstract More info TBA Link
- Square Enix Limited
iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. Square Enix Limited
- iGGi @ Develop:Brighton - featuring Joe Hesketh | iGGi PhD
< Back iGGi @ Develop:Brighton - featuring Joe Hesketh An iGGi delegation of six PhD Researchers (comprising Timea Farkas , Charline Foch , Joseph Hesketh , Jozef Kulik, Cristiana Pacheco , Elena Petrovskaya ) will attend this year's Develop:Brighton conference. Europe's leading game dev conference has in large parts returned to its "in-person" format which drew over 2,500 attendees including around 1,200 companies in 2019. The event is spread over three days starting on Tuesday 26 October. The Expo runs on days 2 and 3 - Wednesday 27 and Thursday 28. DON'T MISS: iGGi PhD Researcher Joseph Hesketh 's talk on "How To Support Learning in Multiplayer Games" - Thursday 28 October, 16:00-16:45, Develop:Brighton " Design " track It is not too late to register: http://www.developconference.com/ Previous 18 Oct 2021 Next
- TIGA The Independent Game Developers’ Association Limited
iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. TIGA The Independent Game Developers’ Association Limited
- World and human action models towards gameplay ideation
< Back World and human action models towards gameplay ideation Link Author(s) A Kanervisto, D Bignell, LY Wen, M Grayson, R Georgescu, ... Abstract More info TBA Link
- Places That Don't Exist | iGGi PhD
Places That Don't Exist Theme Immersive Technology Project proposed & supervised by William Smith To discuss whether this project could become your PhD proposal please email: william.smith@york.ac.uk < Back Places That Don't Exist Project proposal abstract: Imagine playing a video game inside your favourite movie, with scenes from the movie exactly recreated in all their detail. Or playing a game at a historical site, building or city that has since been destroyed, with photorealistic appearance as it would have appeared. The goal of this project is to combine state-of-the-art 3D computer vision and procedural content generation to create game-ready scene models and assets from movies, contemporary photos, plans or works of art. 3D reconstruction techniques such as structure-from-motion or deep monocular depth estimation can be used to reconstruct raw models of the observed part of the scene. Deep learning based methods will then be used to extrapolate and clean the models to produce complete scene layouts with photoreal textures. Sample References: https://github.com/skanti/scenecad https://github.com/nianticlabs/monodepth2 Supervisor: William Smith Based at:
- Design & Development | iGGi PhD
< Back Design & Development How might we advance game-making with new design and development insights, methods, tools, and techniques? Project areas include: Integrating the physical and the digital in games Co-designing games with players who lack technical expertise Designing and understanding the impact of persuasive games << Previous Theme page Next Theme page >> iGGi >>> People <<< relevant to this Theme: Doruk Balcı iGGi PG Researcher Available for placement Design & Development, Player Research Read More Toby Best iGGi PG Researcher Available for placement Game AI, Design & Development, Player Research Read More Steph Carter iGGi PG Researcher Available for placement Applied Games, Design & Development, Player Research, Accessibility, Game Data Read More Dr Tom Cole iGGi Alum + Supervisor Game AI, Design & Development Read More Prof. Richard Bartle Supervisor Design & Development, Game AI, Player Research Read More Dr Anna Bramwell-Dicks Supervisor Game Audio, Player Research, Design & Development, Applied Games, Accessibility Read More Dr Guifen Chen Supervisor Creative Computing, Design & Development, Immersive Technology, Player Research Read More Dr Mike Cook Supervisor Game AI, Design & Development, Creative Computing Read More Nirit Binyamini Ben Meir iGGi PG Researcher Available for placement Applied Games, Design & Development, Creative Computing Read More Dr Terence Broad iGGi Alum Creative Computing, Design & Development Read More Karl Clarke iGGi PG Researcher Available for placement Design & Development, Immersive Technology, Player Research Read More Prof. Peter Cowling Supervisor Game AI, Applied Games, Design & Development Read More Load More iGGi People working in this Theme iGGi >>> Publications <<< relevant to this Theme: Domestic Cultures of Plant Care: A Moss Terrarium Probe N. Binyamini Ben-Meir, P.G.T. Healey, S. Deterding Designing Interactive Systems Conference (DIS '25), 05-09 July 2025, Funchal, Portugal. ACM, New York, NY, USA 19 Pages Nirit Binyamini Ben Meir View Details Towards an Ontology of Wargame Design L Ouriques, CE Barbosa, J Kritz, G Xexéo IEEE Access, vol. 13 Joshua Kritz View Details When 1+ 1 does not equal 2: Synergy in games Joshua Kritz, Raluca Gaina arXiv preprint arXiv:2502.10304 Joshua Kritz View Details "Leave our kids alone!": Exploring Concerns Reported by Parents in 1-star Reviews L Winter, L Helsby, D Zendle CHI '25: Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems, Article No.: 1036, Pages 1 - 16 Lauren Winter Dr Laura Helsby View Details Archaeological Gameworld Affordances: A Grounded Theory of How Players Interpret Environmental Storytelling F Smith Nicholls, M Cook CHI '25: Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems, Yokohama, Japan, Article no 465, p. 1 - 20 Dr Florence Smith Nicholls View Details Using Virtual Reality to Investigate the Influence of Sleep Deprivation on In-the-Moment Arousal During Exposure to Prolonged Threats E Sullivan, C McCall, LM Henderson, M Croissant, G Schofield, S Cairney JOURNAL OF SLEEP RESEARCH 33, 2024 Dr Maximilian Croissant View Details Load More iGGi Publications for this Theme Previous Next
- Student Perspectives on the Purpose of Peer Evaluation During Group Game Development Projects
< Back Student Perspectives on the Purpose of Peer Evaluation During Group Game Development Projects Link Author(s) A Mitchell, T Greer, W New, J Walton-Rivers, M Watkins, D Brown, ... Abstract More info TBA Link
- Player Expectations of Strategy Game AI
< Back Player Expectations of Strategy Game AI Link Author(s) D Gomme Abstract More info TBA Link
- Exploring the Design Space of Analogue-Digital Hybrid Boardgames Using a Player-Centric Approach
< Back Exploring the Design Space of Analogue-Digital Hybrid Boardgames Using a Player-Centric Approach Link Author(s) T Farkas Abstract More info TBA Link
- Envisioning Distant Worlds: Fine-Tuning a Latent Diffusion Model with NASA's Exoplanet Data
< Back Envisioning Distant Worlds: Fine-Tuning a Latent Diffusion Model with NASA's Exoplanet Data Link Author(s) M Beaty, T Broad Abstract More info TBA Link
- Radical Alternate Futurescoping: Solarpunk Vs Grimdark Workshop | iGGi PhD
< Back Radical Alternate Futurescoping: Solarpunk Vs Grimdark Workshop THIS NEWS ARTICLE WAS WRITTEN BY PRASAD SANDBHOR AND SARAH MASTERS ACADEMIC MINDTREK CONFERENCE Academic Mindtrek 2023 was an exciting conference based at Tampere University in Finland and focused on Human-Computer Interaction (HCI) that featured talks and workshops in research and development on games, gamification, human-nature interaction, AI, robotics and lots more, including punk game design!🌱🧷✨🤖 COLLABORATION Intelligent Games and Games Intelligence (IGGI) PhD researchers Prasad Sandbhor and Sarah Masters proposed and delivered a design and research workshop at Academic Mindtrek 2023 titled Alternate Radical Futurescoping: Solarpunk vs Grimdark. The workshop was conducted in a hybrid set-up and involved the co-creation of mock-ups of play experiences dealing with eco futures and climate action in solarpunk and grimdark themes. PARTICIPATION A dedicated website was created for the workshop that provided information about its purpose and enabled participant registrations. It was promoted over Twitter, Linkedin and various communities interested in climate change and game design. The workshop received 15 registrations. 11 participants (6 online, 5 in-person) took part in the workshop as 4 registrations got cancelled due to various reasons. The participants belonged to diverse backgrounds such as PhD and postdoctoral research in games and HCI (that included 2 iGGi PhD researchers), creative arts, future visioning and game design. Workshop slides and reference materials were emailed to all participants prior to the workshop in order to help them familiarise themselves with the topics and methods being used. Participants were given a choice of either forming a group or working by themselves to create a mock-up of a play experience concept. 4 participants (1 in-person, 3 online) opted to work by themselves as solo creators while the rest formed 2 groups (1 group of 4 participants in-person and 1 group of 3 participants online). 3 participants (1 in-person and 2 online) joined only the mock-up creation part of the workshop. WORKSHOP The workshop aimed at bringing people from diverse interdisciplinary backgrounds together to conceptualise speculative play experiences for climate change engagement. Therefore, the workshop format included the facilitation of mock-up co-creation, initiation of a community of radical alternate futurescopers and reflection on the design journeys followed to articulate the opportunities, risks, challenges and effects associated with working on solarpunk and grimdark genres. Details about the context, goals, format and schedule of the workshop are available as a workshop can be found here The workshop consisted of 4 phases - introduction, conceptualisation, mock-up creation, and critical reflection discussion. The slide deck provided here was used across all phases of the workshop. In the first phase, participants were introduced to solarpunk and grimdark genres and given prompts for mock-up creation. In the second phase, they were taken through hands-on exercises using Critical Game Design, Triadic Game Design, and Design Box methods to support them in ideating and developing their concepts. In the third phase, participants created conceptual mock-ups on the medium of their choice. The last phase of the workshop involved a showcase of the participants' mock-ups, followed by a thorough discussion and critical reflection session. They also reflected on their own emotional journeys during the workshop. The workshop used a dedicated Discord channel for collaboration and communication between the organisers and both online and in-person participants. An itch page was set up for hosting the mock-ups created during the workshop. OUTCOMES The workshop produced 6 mock-ups of play experience concepts that followed solarpunk and grimdark genres. Although the design brief to the participants expected them to choose one of the two genres, it was observed that all concepts preferred an amalgamation of the two genres. The concepts generated during the workshop included a game about surviving the winter of 2023 in Ukraine, an open world VR experience related to deep sea impacts of climate change, a grimdark game related to urban forests, a resource management game about developing green spaces in cities, a city building game dealing with flood management, and a strategy game on climate refugee migration conflict. In the fourth phase of the workshop, participants presented their play experience concepts using mock-ups and took part in a reflection exercise over a Miro board. The reflection exercise included 6 questions dealing with the design process followed, the challenges faced and the takeaways from the workshop. Preliminary insights are as follows: >> Reflections on the design process and workshop format - The format of the workshop was found helpful by the participants. They reported that the prompts given were useful in quickly deciding the topic and using it as an anchor for the design process involving the triadic game design framework and the design box method. >> Challenges faced - The participants noted that while ideating in the context of the prompt, it was easy to slip from one genre to the other as some prompts had an inherent inclination towards one of the genres (for instance, a prompt about the climate refugees aligned with grimdark genre more than solarpunk). Some participants found managing the scale or scope of the game topic difficult during the workshop. It was also shared that following solarpunk aesthetics in the limited time and resources was challenging. Another feedback comment related to the challenges said that it was hard to work with solarpunk as its overtly positive vibe was “killing the dramatic elements”. >> Feelings and takeaways - For most of the participants, the takeaways from the workshop were related to the design processes followed and game design strategies for designing and developing games and play experiences for future research. When asked about their feelings about the future in the context of climate change experienced during the mock-up creation journey, they said that the duration of the workshop was too short to observe the feelings. Here are a few selected participant comments on the question: “Did creating your mockup change the way you feelabout the future in the context of climate change, if so, how?” "Not sure if it made me feel differently about climate change, but definitely about using games to tackle the issue. And about the potential of both solarpunk and grimdark conventions to convey different ideas." “Tips the scale a bit, games have been a great way to spread your message and awareness as you immerse the player to think and live your world” “It was very illuminating; an alternative way of brainstorming and fleshing out solutions. I feel more optimistic about climate action.” Workshop and its outcomes CONCLUSION AND FUTURE WORK Overall, the workshop was successful in achieving its objectives. The participants learned new concepts and methods of design and were able to create innovative play experiences with a climate change lens. The critical reflection discussion helped them articulate the challenges of creating solarpunk and grimdark artefacts. The workshop and the conference also served as an opportunity to connect with other researchers working in the domains of climate change games and human nature interaction. We intend to work further on the mock-ups created during the workshop and the feedback comments gathered in the form of a research publication. ACKNOWLEDGEMENTS We want to give a big shoutout to all our amazing participants for their contributions. We couldn't have done it without you!🙌We would like to say thank you to Academic MindTrek Conference 2023 for hosting us and to IGGI - Intelligent Games & Game Intelligence for supporting us with its collaboration fund to make it happen.😊 Prasad Sandbhor, Sarah Masters Previous 3 Oct 2023 Next






