Video Oyun Tasarımında Değişen Paradigmalar ve Bir Sanal Gerçeklik Uygulaması
Tarih
2022-08-28Yazar
Çevik, Mustafa Uygur
Ambargo Süresi
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This thesis study, which aims to contribute to the design process by researching and experiencing problems from the perspective of video games, consists of three parts. In this study, literature review and qualitative research method were used.
In the first part, the meaning of video game and video game design paradigms and the reasons for the change of these paradigms are explained. The games that contributed to the paradigm change with their design and technologies were specially selected and examined under three headings. Thus, the contributions of the developments in video game design to the virtual reality design paradigm that is being shaped today are revealed.
In the second part, the definition of virtual reality is given, theoretical information about related concepts such as virtual world, interaction, immersion, presence and sensory feedback is given, and the usage areas of virtual reality, the technological structure of the devices and their historical adventure until today are explained. Also in this section, mainstream hardware is examined in detail. Inferences were made about the problems and future of virtual reality, and today's virtual reality applications and games were classified and examined by dividing them into groups. The concept of metaverse is also included in this section.
In the third part, an interactive desktop virtual reality prototype based on Göbekli Tepe was created. Göbekli Tepe, which still preserves its mystery and surprises humanity with new discoveries every day, has been diversified and processed with fictional designs in this application, free from the concern of historical consistency. In this application, HTC VIVE virtual reality hardware and Unreal game engine are used. In the development process, today's video game design paradigms were experienced and no external software support was received.