My academic and pseudo-academic research.

In the previous post, I have discussed the various AI systems in Ghul. This is a similarly deep dive into the behavior-governing systems of my other AI-intense game, Winter Palace (a.k.a. "my Love Letter clone").

As I was giving a talk on the topic of AI in games recently, I was asked whether I have ever developed an AI system myself, and it inspired me to write about two of my video game projects that required a behavior-controlling component. This is part one, concerning the pixel horror game Ghul from back in 2017. Note that this post will spoil the final twist of the game, so if you haven't played it, please consider doing so before you read (you can beat it in 20 minutes, tops), or watch Lugmilord's Let's Play of it.

Journey and the Semiotics of Meaningful Play is my paper submitted in partial fulfillment of the requirements for the Forum Ludorum seminar (Hochschule für Gestaltung, Karlsruhe, Germany), alongside a public presentation held on January 11, 2017.

It has just dawned on me that I have never published my diagram illustrating the structural composition of games as interactive systems. I have originally put it together for the presentation of my seminar paper on Journey and semiotics (my slides can never be published because they contained way too many copyrighted pictures) and got very positive feedback on it, but it had not occurred to me until now to make it publicly available. I will also take this opportunity to explain the very low-level terms I use to talk about games and how they relate to each other.

This paper was previously unpublished, except partially on a personal blog and the TV Tropes wiki.