Acuña, Matias. “Visual Effects for Stilized Video Games.” Theseus.Fi, 2024, https://www.theseus.fi/handle/10024/858553, http://www.theseus.fi/handle/10024/858553. Accessed 4 Sept. 2026.
This source has helped me to begin considering different art styles that I like. Cell shading has been one that I’ve seen numerous games implement. This art style is very cool but I don’t really feel like it represents what I would like for my artistic vision in my game. However, this source has helped me to learn the basics of vfx and art style, which I believe to be almost half of the game itself since it adds so much value and makes the game much more appealing to the user. This is important because art style has never been my strong suit. With this knowledge, I now know how to begin thinking about these factors.
Iura, Kota, et al. “Excitement-Inducing Commentary Text-to-Speech System for Fighting Game Video Scenes.” IEEE Access, vol. 13, 2025, pp. 216748–216758, https://ieeexplore.ieee.org/abstract/document/11316119, 10.1109/access.2025.3648378. Accessed 31 Aug. 2026.
This source indicates that there is a strong correlation between pitch and energy with excitement scores. This is important because in games like Super Smash Bros they have a unique commentary system that contains elements to call out different actions and states. This has always fascinated me. Additionally, other games that have unique commentary are games like Arsenal in Roblox, which gives the player a lot of stimulation whenever they do anything which helps to aid in game engagement and making players want to play more. With this information from this source, I can effectively record or develop some voicelines and commentary for my game. Moreover, to maximize the excitement that could come from my game, the study indicates that screen movement intensity increases the excitement that the players feel. This is important because to make a successful game it has to excite the player in most instances, especially if I want to create a fighting game. The graphics and effects must excite the player and engage them. Finally, the source indicates that AI can be used to generate this type of live commentary, which I believe would be a good idea, but with my findings from the research assessment before, I must do more research before committing to that idea.
Pascarella, Luca, et al. “How Is Video Game Development Different From Software Development in Open Source?” Proceedings of the 15Th International Conference on Mining Software Repositories, 28 May 2018, 10.1145/3196398.3196418.
In this source I found that programmers and software development are very different in comparison to each other. For instance, they both spend different amounts of time on files and also each has different types of files in their respective projects. This is important to me because I have a decent amount of experience in both software development and game development, but one thing that’s always stumped me in game development is when to call a game finished. This has helped me to learn how to keep my expectations very realistic and to not get upset whenever I don’t know if my game could be called completed or not. Overall, this source has helped me to learn how transferable my skills are between game development and software development, and to keep my expectations for myself clear and realistic.
Peruničić, Nikola, and Mlađan Jovanović. “Game Development – How to Create an Immersive Storytelling Experience.” Proceedings of the International Scientific Conference - Sinteza 2025, 2025, pp. 555–560, https://portal.sinteza.singidunum.ac.rs/paper/1085, 10.15308/sinteza-2025-555-560. Accessed 31 Aug. 2026.
This source indicates that in a story-based game, the beginning, middle, and end need to be intertwined and well coordinated and thought-out to maximize the players’ enjoyment of the game. This is important because story games have been one of my favorite types of games for a long time. They are very intriguing, engaging and always have interesting plots. With this information about how the beginning should hook the player, the middle should have the most story and the end should bring them all together, I am able to begin thinking of a game that utilizes these elements effectively. Even if my game is supposed to be about fighting, there are instances where I would love to add elements of a story or some type of lore to make my game more interesting and push the player to play more.
Stapleton, Darian, and Thalia R. Goldstein. “Not All Games Play the Same: Specifying How Components of Video Games May Be Associated With Creativity.” The Journal of Creative Behavior, 10 Dec. 2024, 10.1002/jocb.1522.
This source detailed what components I should consider when making my game. These factors include genre, graphics, mechanics, instructions/incentives, and social and multiplayer functionality. These are all vastly important and are of great value to me because, when drafting a plan for a video game, I now know what things I must include or at least think deeply about. The thing about my game development workflow in the past was that it was very disorganized and I was missing various parts of game development. This source has helped me to detail a checklist for myself to use whenever I’m developing a new game. Some factors that I haven’t really considered were graphics and stylization. When making assets, I never truly thought about what I really wanted the game to look like, which is arguably one of the most important and distinguishing parts of a game, which I now know is where I have gone wrong previously.