Videopelien historia ja pelinkehitys 2D-pelimoottoreiden vertailu

Videopelien historia alkoi 1940-luvun lopulta ja on 2010-luvulla nopeimmin kasvava viihdeteollisuuden ala, niin Suomessa kuin maailmanlaajuisestikin. Tekniikan kehittymisen myötä myös pelit ja niiden kehittäminen ovat muuttuneet. Peleistä on tullut entistä laajempia ja näyttävämpiä, samalla kuitenki...

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Main Author: Ylönen, Jani
Other Authors: Faculty of Information Technology, Informaatioteknologian tiedekunta, Tietojenkäsittelytieteiden laitos, Department of Computer Science and Information Systems, University of Jyväskylä, Jyväskylän yliopisto
Format: Master's thesis
Language:fin
Published: 2014
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/45038
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author Ylönen, Jani
author2 Faculty of Information Technology Informaatioteknologian tiedekunta Tietojenkäsittelytieteiden laitos Department of Computer Science and Information Systems University of Jyväskylä Jyväskylän yliopisto
author_facet Ylönen, Jani Faculty of Information Technology Informaatioteknologian tiedekunta Tietojenkäsittelytieteiden laitos Department of Computer Science and Information Systems University of Jyväskylä Jyväskylän yliopisto Ylönen, Jani Faculty of Information Technology Informaatioteknologian tiedekunta Tietojenkäsittelytieteiden laitos Department of Computer Science and Information Systems University of Jyväskylä Jyväskylän yliopisto
author_sort Ylönen, Jani
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description Videopelien historia alkoi 1940-luvun lopulta ja on 2010-luvulla nopeimmin kasvava viihdeteollisuuden ala, niin Suomessa kuin maailmanlaajuisestikin. Tekniikan kehittymisen myötä myös pelit ja niiden kehittäminen ovat muuttuneet. Peleistä on tullut entistä laajempia ja näyttävämpiä, samalla kuitenkin kehityskustannukset ja kehitysajat ovat kasvaneet. Mobiililaitteet kuten älypuhelimet ja tabletit, sekä digitaalinen jakelu ovat muuttaneet alaa 2000-luvulla, ja mahdollistaneet jälleen pienten studioiden menestymisen yksinkertaisilla peli-ideoilla. Pelinkehitysvälineiden kehittyminen on helpottanut ja nopeuttanut videopelien tekemistä, ja yksinkertaisimmilla pelimoottoreilla voidaan toteuttaa pelejä jopa ilman ohjelmointia. Tässä teoreettis-käsitteellisessä tutkielmassa perehdytään kirjallisuuden pohjalta videopelien historiaan, niiden kehityksen muutoksiin sekä yleiskäyttöisiin pelinkehitysvälineisiin. Tutkimus selvittää kehityksessä käytettävien rajapintojen ja pelimoottoreiden käyttötarkoituksen, ja esittelee vuonna 2014 pelinkehittäjien keskuudessa viisi suosituinta pelimoottoria. Tarkempaan tarkasteluun valikoituneissa kehitysvälineissä on kriteerinä käytetty kykyä alustariippumattomaan kehitykseen, erityisesti mobiililaitteille. Tuloksena saatua tietämystä on käytetty empiirisessä osuudessa, jossa on vertailtu käytännössä kahden vaikeustasoltaan erilaisen pelimoottorin ominaisuuksia. Lisäksi Space Invaders pelistä on toteutettu prototyypit. History of video games began in the late 1940s and it’s the fastest growing business in entertainment industry in Finland and globally in 2010s. Along with development of technology, games and their development has also changed. Games have become larger and more impressive, though at the same time the development costs and times have increased. Mobile devices, such as smartphones and tablets, as well as digital distribution have changed the business after the year 2000 and made it possible for small game studios to success again with simple game ideas. Evolution of game development tools has made video game development easier and faster and with simplest game engines it’s possible to implement games even without programming. This theoretical-conceptual thesis studies the history of video games, the evolution of their development and general-purpose game development tools on the basis of literature. The thesis examines the purpose of interfaces and game engines used in video games and presents five most popular game engines in 2014 among developers. The selection of the development tools for a more detailed examination is based on their ability to offer platform independent development, especially for mobile devices. The resulting knowledge will be subsequently used in empirical part, where two game engines were compared and a prototype of Space Invaders video game was implemented.
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spellingShingle Ylönen, Jani Videopelien historia ja pelinkehitys : 2D-pelimoottoreiden vertailu pelimoottori Information Systems Science Tietojärjestelmätiede 601 videopelit rajapinnat (tietokoneohjelmat) mobiililaitteet peliohjelmointi rajapinnat
title Videopelien historia ja pelinkehitys : 2D-pelimoottoreiden vertailu
title_alt 2D-pelimoottoreiden vertailu
title_full Videopelien historia ja pelinkehitys : 2D-pelimoottoreiden vertailu
title_fullStr Videopelien historia ja pelinkehitys : 2D-pelimoottoreiden vertailu Videopelien historia ja pelinkehitys : 2D-pelimoottoreiden vertailu
title_full_unstemmed Videopelien historia ja pelinkehitys : 2D-pelimoottoreiden vertailu Videopelien historia ja pelinkehitys : 2D-pelimoottoreiden vertailu
title_short Videopelien historia ja pelinkehitys
title_sort videopelien historia ja pelinkehitys 2d pelimoottoreiden vertailu
title_sub 2D-pelimoottoreiden vertailu
title_txtP Videopelien historia ja pelinkehitys : 2D-pelimoottoreiden vertailu
topic pelimoottori Information Systems Science Tietojärjestelmätiede 601 videopelit rajapinnat (tietokoneohjelmat) mobiililaitteet peliohjelmointi rajapinnat
topic_facet 601 Information Systems Science Tietojärjestelmätiede mobiililaitteet pelimoottori peliohjelmointi rajapinnat rajapinnat (tietokoneohjelmat) videopelit
url https://jyx.jyu.fi/handle/123456789/45038 http://www.urn.fi/URN:NBN:fi:jyu-201501081057
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