How 2.5D is being applied in the video gaming industry and the creation of examples

Mulelaba, Glen (2016) How 2.5D is being applied in the video gaming industry and the creation of examples. BSc dissertation, University of Portsmouth.

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    Abstract

    2.5D, ¾ perspective, and pseudo-3D are terms used to describe what’s in-between 2.5D. This report will show the history behind this subject as well as where it is currently at and where it can go. Research on different project management techniques along with research methods will be looked at, telling the reader what path the project is taking. A SWOT analysis will be carried out to see if the chosen applications are fit for purpose shortly before making the main artefact. Testing will be carried out by around six individuals, all following a certain criteria which is then rounded off by an evaluation, conclusion and personal reflection.

    Item Type: Dissertation
    Departments/Research Groups: Faculty of Creative and Cultural Industries > School of Creative Technologies
    Depositing User: Beth Atkins
    Date Deposited: 05 Aug 2016 15:04
    Last Modified: 05 Aug 2016 15:04
    URI: http://eprints.port.ac.uk/id/eprint/21404

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