Revolutionising Game Design
Yıl 2025,
Cilt: 20 Sayı: MX Yaratıcı Endüstriler Çalıştayı 2024: Yapay Zeka Çağında Yaratıcı Endüstriler Özel Sayısı, 89 - 113, 24.04.2025
Ali Geriş
,
Barış Çukurbaşı
,
Can Mıhcı
,
Çakır Aker
,
Hamdi Küçük
,
İsmail Ergen
,
Oğuz Şentürk
,
Rahmi Aydemir
,
Soner Kotan
,
Zeynep Taçgın
,
Abdullah Bal
Öz
This study explores the critical role of artificial intelligence (AI) in contemporary game design, focusing on its influence on user interface (UI), user experience (UX), and player experience (PX). AI technologies have the potential to revolutionise game environments by adapting to individual players' behaviours and preferences, significantly advancing beyond traditional game design paradigms. The evolution from static to adaptive gaming experiences underscores the growing importance of AI in game development, promising new dimensions of engagement and immersion. This paper examines the development and application of AI design components, such as machine learning algorithms, neural networks, and procedural content generation (PCG). It also critically analyses examples of AI integration in games, highlighting instances where AI significantly enhanced gaming experiences and those where it fell short. Additionally, the study underscores AI's transformative potential in crafting next-generation video games, enhancing the user interface and experience. Through an examination of current tools and technologies, critique of AI application in game development, and forecast of AI's future trajectory, this paper provides a comprehensive roadmap for game designers, developers, and players alike.
Kaynakça
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- Aker, Ç., Rızvanoğlu, K., & Bostan, B. (2017). Methodological review of playability heuristics. Proc. Eurasia Graph. Istanb. Turk, 405.
- Amresh, A., Cooke, N., & Fouse, A. (2023). A Minecraft based simulated task environment for human AI teaming. Proceedings of the 23rd ACM International Conference on Intelligent Virtual Agents. https://doi.org/10.1145/3570945.3607305
- An, H., & Kim, J. (2023). Design of a hyper-casual futsal mobile game using a machine-learned ai agent-player. Applied Sciences, 13(4), 2071. https://doi.org/10.3390/app13042071
- Alarcon, N. 2018. “DLSS: What Does It Mean for Game Developers?” NVIDIA Technical Blog. Retrieved from https://developer.nvidia.com/blog/dlss-what-does-it-mean-for-game-developers/
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- Appelcline, S. (2011). Designers & Dragons. Mongoose Publishing.
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- Assembly, C. (2014). Alien: Isolation. Sega Corp.
- Boluk, S., & Lemieux, P. (2017). Metagaming: Playing, competing, spectating, cheating, trading, making, and breaking video games. University of Minnesota Press. https://doi.org/10.5749/j.ctt1n2ttjx
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- Delos Santos, J. R. N., & Cornillez, E. E. (2020). Mobile games and academic performance of university students. International Journal of Innovative Technology and Exploring Engineering, 9(4), 720-726
https://doi.org/10.35940/ijitee.A4788.029420
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Yıl 2025,
Cilt: 20 Sayı: MX Yaratıcı Endüstriler Çalıştayı 2024: Yapay Zeka Çağında Yaratıcı Endüstriler Özel Sayısı, 89 - 113, 24.04.2025
Ali Geriş
,
Barış Çukurbaşı
,
Can Mıhcı
,
Çakır Aker
,
Hamdi Küçük
,
İsmail Ergen
,
Oğuz Şentürk
,
Rahmi Aydemir
,
Soner Kotan
,
Zeynep Taçgın
,
Abdullah Bal
Öz
Bu çalışma, oyun tasarımında yapay zekanın (YZ) entegrasyonunun kullanıcı arayüzü (UI), kullanıcı deneyimi (UX) ve oyuncu deneyimi (PX) üzerindeki kritik rolünü incelemektedir. YZ teknolojilerinin, oyuncu davranışlarına ve tercihlerine uyum sağlayarak oyun ortamlarını devrim niteliğinde değiştirme potansiyeline sahip olduğu vurgulanmaktadır. Geleneksel oyun tasarım yaklaşımlarının ötesine geçerek, oyuncuya özel deneyimler sunan dinamik ve etkileşimli oyunlar oluşturulması hedeflenmektedir. Bu bağlamda, oyun içi yapay zeka bileşenlerinin geliştirilmesi ve uygulanması, oyun tasarımının temellerini yeniden şekillendirmektedir. Bu çalışma, YZ entegrasyonunun UI, UX ve PX üzerindeki etkilerini analiz ederek, oyun tasarımında yeni boyutlar kazandıran ve oyuncu etkileşimini artıran örnekleri ele almaktadır. Ayrıca, YZ'nin oyun geliştirme süreçlerindeki araç ve teknolojilerin etkinliğini değerlendirmekte ve gelecekteki eğilimleri öngörmektedir.
Kaynakça
- Abbas, M., Jam, F. A., & Khan, T. I. (2024). Is it harmful or helpful? Examining the causes and consequences of generative AI usage among university students. International Journal of Educational Technology in Higher Education, 21(1), 10. https://doi.org/10.1186/s41239-024-00444-7
- Abu-Abed, F., & Zhironkin, S. (2023). New game artificial intelligence tools for virtual mine on Unreal Engine. Applied Sciences, 13(10), https://doi.org/10.3390/app13106339
- Acovino, V., & Intagliata, C. (2024). “Games made by Soulless Machines”: Tech sparks debate over AI stories in Video Games. NPR. https://www.npr.org/2024/03/15/1238111971/video-games-ai-artificial-intelligence-nvidia
- Aker, Ç., Rızvanoğlu, K., & Bostan, B. (2017). Methodological review of playability heuristics. Proc. Eurasia Graph. Istanb. Turk, 405.
- Amresh, A., Cooke, N., & Fouse, A. (2023). A Minecraft based simulated task environment for human AI teaming. Proceedings of the 23rd ACM International Conference on Intelligent Virtual Agents. https://doi.org/10.1145/3570945.3607305
- An, H., & Kim, J. (2023). Design of a hyper-casual futsal mobile game using a machine-learned ai agent-player. Applied Sciences, 13(4), 2071. https://doi.org/10.3390/app13042071
- Alarcon, N. 2018. “DLSS: What Does It Mean for Game Developers?” NVIDIA Technical Blog. Retrieved from https://developer.nvidia.com/blog/dlss-what-does-it-mean-for-game-developers/
- Heikkilä, M. 2023. “Making an image with generative AI uses as much energy as charging your phone”. MIT Technology Review. Retrieved from https://www.technologyreview.com/2023/12/01/1084189/making-an-image-with-generative-ai-uses-as-much-energy-as-charging-your-phone/
- Appelcline, S. (2011). Designers & Dragons. Mongoose Publishing.
- Bakkes, S., Tan, C. T., & Pisan, Y. (2012, July). Personalised gaming: A motivation and overview of literature. In Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System (pp. 1-10). https://doi.org/10.1145/2336727.2336731
- Assembly, C. (2014). Alien: Isolation. Sega Corp.
- Boluk, S., & Lemieux, P. (2017). Metagaming: Playing, competing, spectating, cheating, trading, making, and breaking video games. University of Minnesota Press. https://doi.org/10.5749/j.ctt1n2ttjx
- Dai, S., Zhu, X., Li, N., Dai, T., & Wang, Z. (2024). Procedural level generation with diffusion models from a single example. Proceedings of the AAAI Conference on Artificial Intelligence, 38(9), 10021-10029. https://doi.org/10.1609/aaai.v38i9.28865
- Delos Santos, J. R. N., & Cornillez, E. E. (2020). Mobile games and academic performance of university students. International Journal of Innovative Technology and Exploring Engineering, 9(4), 720-726
https://doi.org/10.35940/ijitee.A4788.029420
- Desurvire, H., Caplan, M., & Toth, J. A. (2004, April). Using heuristics to evaluate the playability of games. In CHI'04 Extended Abstracts on Human Factors in Computing Systems (pp. 1509-1512). https://doi.org/10.1145/985921.986102
- Di Cyan, E. (1965). Games people play—The psychology of human relationships. Archives of Internal
- Medicine, 116(5), 795-796. https://doi.org/10.1001/archinte.1965.03870050149031
- Dillon, R. (2011). The golden age of video games: the birth of a multi-billion dollar industry. Choice (Chicago, Ill.), 49(3), 49–1513. https://doi.org/10.5860/choice.49-1513
- Dog, N. (1997). Crash Bandicoot 2: Cortex Strikes Back. Sony Interactive Entertainment.
- Donkervliet, J., Ron, J., Li, J., Iancu, T., Abad, C., & Iosup, A. (2023). Servo: Increasing the scalability of modifiable virtual environments using serverless computing. 2023 IEEE 43rd International Conference on
- Distributed Computing Systems (ICDCS), 829-840. https://doi.org/10.1109/ICDCS57875.2023.00075
- Ermi, L., & Mäyrä, F. (2005, June). Fundamental components of the gameplay experience: Analysing immersion. In DiGRA Conference (pp. 7-8).
- Federoff, M. A. (2002). Heuristics and usability guidelines for the creation and evaluation of fun in video games. Master of Science in the Department of Telecommunications of Indiana University.
- Games, F. (2015). Soma. Frictional Games: Helsingborg.
- Gunawan, L., Marlim, B., Sutrisno, N., Yulistiani, R., & Purnomo, F. (2022). Analyzing AI and the impact in video games. 2022 4th International Conference on Cybernetics and Intelligent System (ICORIS), 1-4. https://doi.org/10.1109/ICORIS56080.2022.10031590
- Hamari, J., & Keronen, L. (2017). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125-141. https://doi.org/10.1016/j.ijinfomgt.2017.01.006
- Hamari, J., Keronen, L., & Alha, K. (2015, January). Why do people play games? A review of studies on adoption and use. In 2015 48th Hawaii International Conference on System Sciences (pp. 3559-3568). IEEE. https://doi.org/10.1109/HICSS.2015.428
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