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| ==== Related publications ==== | ==== Related publications ==== | ||
| - | * Robert Giusti, Kenneth Hullett, and Jim Whitehead. Weapon Design Patterns in Shooter Games. To appear at the //Workshop on Design Patterns in Games (DPG 2012)//. Raleigh, North Carolina, USA. May 2012. | + | * Robert Giusti, Kenneth Hullett, and Jim Whitehead. {{:a3-giusti.pdf|Weapon Design Patterns in Shooter Games}}. //Workshop on Design Patterns in Games (DPG 2012)//. Raleigh, North Carolina, USA. May 2012. |
| - | * Gabriel Rivera, Kenneth Hullett, and Jim Whitehead. Enemy NPC Design Patterns in Shooter Games. To appear at the //Workshop on Design Patterns in Games (DPG 2012)//. Raleigh, North Carolina, USA. May 2012. | + | * Gabriel Rivera, Kenneth Hullett, and Jim Whitehead. {{:a6-rivera.pdf|Enemy NPC Design Patterns in Shooter Games}}. //Workshop on Design Patterns in Games (DPG 2012)//. Raleigh, North Carolina, USA. May 2012. |
| * Kenneth Hullett and Jim Whitehead. [[gur poster|Design Patterns and Data Analysis in FPS Levels]]. Poster at the //3rd Annual Games User Research Summit//, San Francisco, California, USA. March 2012. | * Kenneth Hullett and Jim Whitehead. [[gur poster|Design Patterns and Data Analysis in FPS Levels]]. Poster at the //3rd Annual Games User Research Summit//, San Francisco, California, USA. March 2012. | ||
| * Kenneth Hullett and Jim Whitehead. [[fdg 2010 paper|Design Patterns in FPS Levels]]. In //Proceedings of the 5th International Conference on Foundations of Digital Games (FDG 2010)//. Monterey, California, June 2010. | * Kenneth Hullett and Jim Whitehead. [[fdg 2010 paper|Design Patterns in FPS Levels]]. In //Proceedings of the 5th International Conference on Foundations of Digital Games (FDG 2010)//. Monterey, California, June 2010. | ||