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Talk Information

  • Director: Prof. Gudrun Klinker
  • Schedule: (usually) every Thursday, at 09:15 am
  • Location: announced via email and in the list below

Please consider the following templates:

Talk Duration

The following table gives the upper limits in minutes for the duration of talks.


TypePitchFinal (from WS25/26)
TalkDiscussionTalkDiscussion
Bachelor/Master-Thesis
Guided Research
(Games) Lab-Course
2:3021510

Talks on next Do. (07.05.26) at 09:00

"https://bbb.in.tum.de/sve-mqf-6eu"


Student

Master Thesis (Final)

Daniel Dyrda

Tobias Florian Heller

Technical Animation for Games: Mapping High-Level Goals to Low-Level Solutions in 3D Character Animation

Technical animation plays a crucial role in shaping player experience in modern digital games,
yet the field remains fragmented across disciplines, with limited effort devoted to unifying
its underlying principles. Existing peer-reviewed literature predominantly focuses either on
isolated technical solutions or empirical research on isolated perceptions of animation quality,
leaving a gap in understanding how these layers interact in practice. Addressing this research
gap, an integrative research methodology is employed, combining peer-reviewed literature,
industry publications, Game Developers Conference (GDC) presentations, and qualitative
expert interviews. Based on this synthesis, the state of the art in technical animation is
outlined. In parallel, frequently used, but verbose indicators for animation quality or key
high-level goals of animation were identified, namely immersion, realism, responsiveness, the
illusion of life, avoiding the uncanny valley and game rule communication. Each of these
concepts is analyzed with respect to its theoretical foundations and existing implementation
approaches in technical animation. Based on these findings, an overarching hierarchical
model is proposed that understands immersion as the ultimate goal of animation in games,
grouping the remaining goals as interconnected, and sometimes conflicting subdisciplines.
The applicability of the model is demonstrated through the design and development of a
game prototype, highlighting its value as a practical tool for structuring animation systems.

Student

Bachelor Thesis (Final)

Chrysa Bika

Henri Vo

Towards Accessible Dialogue Systems in Digital Games: Identifying Challenges and Opportunities for Inclusion

This thesis examines the accessibility of dialogue systems in digital games through an analysis of specific dialogue types and the implementation of a prototype using the Unity engine. It addresses two research questions: which accessibility challenges arise across different dialogue system types, and how selected accessibility requirements can be implemented in practice. Three chosen dialogue types were analyzed: cinematic dialogue, menu-based dialogue, and dialogue wheels. The analysis is based on established accessibility frameworks and considers visual presentation, auditory access, comprehension, and interaction. The results indicate that accessibility challenges vary depending on the structure of the dialogue system, while some requirements remain consistent across all types. Key concerns include readable text, sufficient visual contrast, and alternative access methods. Based on these insights, a Unity prototype was developed as a linear text-box system implementing selected accessibility features such as adjustable text size and speed, high-contrast modes, a dyslexia-friendly font, simplified language, and optional voiceovers.

Student

Master Thesis (Final)

Daniel Dyrda

Mahdis Sabzevarzadeh

Formal Representation and Pattern Identification of Level Design Structures in Games

Spatial arrangements in games shape the players' gameplay experience. Level design, as an interdisciplinary effort, includes the design of these spatial arrangements. Understanding simple spatial patterns and principles can help level designers create better gameplay experiences. This master's thesis aims to explore common and impactful level design patterns and to construct a framework that can algorithmically identify them. To do so, this thesis first examines formal representation models for describing the spatial properties of gamespaces. Then, it constructs a model for formalizing level design patterns. The thesis proceeds by outlining the architectural design and the implementation of the Structural Pattern Identifier (SPI), a framework that can algorithmically identify level design patterns in gamespaces.

Student

Bachelor Thesis (Kick-Off)

Martin Schacherbauer

Giorgio Kalmund

Dora: Spatial Questing System for Unity with Procedural Generation and Dynamic Validation

The Space Foundation System (SFS) is a technology for Unity3D games based on a graph data structure focused on location-based semantics. This allows for new layers, like an integrated questing system, to be built on top, making use of its rich locational context. Ensuring that all current quests are viable is a non-trivial problem during the process of game and level development.
The aim of this thesis is to create such system which can not only be used to create all types of quests in video games, but also verify their viability and automatically generate appropriate solutions where issues arrise.
The proposed solution is called Dora, named after Dora the Explorer, as quests are integrated with the SFS for exploration and adventure-based quests.
We want to investigate whether such systems can not only improve iteration speed, but also catch potential development issues.

Upcoming:

Name

Thesis Title

Type

Talk

Scheduled on

Felipe Wink Rodrigues Lucas Design Pillars: Toward a Documentation Framework for Decision-Making in Game Design Bachelor Thesis Final 21.05.26


Pending:


Name

Team Members

Thesis Title

Type

Jan Giedl Multi-Display Visualization of Urban Air Mobility Operation and Feature Detection Error Modelling for Marker-based Navigation Master Thesis




Past:

 

Date

Name

Team Members

Type

Talk

Thesis Title

WikiPage

Advisor

30.04.26 Katharina Benke Master Thesis Kick-Off General-Purpose 3D Shooter Game NPC Controller Plugin for Unreal Engine 5 Martin Schacherbauer
30.04.26 Lucia Víteková Guided Research Final Dynamic Difficulty Adjustment in Serious Games: A Literature Review David Plecher
30.04.26 Manuel Herrmann Guided Research Final Virtual Windows to the Past: Using AR to Revive Landshut’s Historic Jewish District in a Mobile Application David Plecher
30.04.26 Philipp Sanktjohanser Bachelor Thesis Kick-Off Genix: A Designer-Focused Tool for Context-Aware Procedural Content Generation Martin Schacherbauer
23.04.26 Emmanuel Anameze Bachelor Thesis Final Implementation and Evaluation of an AI Moderator for Digital Discussion Games Chrysa Bika
23.04.26 Melih Yilmaz Master Thesis Kick-Off Design and Development of a Modular Framework for Stealth Mechanics in 3D Video Games Martin Schacherbauer
23.04.26 Mary Hardisty Practical Course Final Ordinary Chrysa Bika
23.04.26 Kerstin Pfaffinger Guided Research Final A Technical Layer for Accessible Player Experiences Design Patterns Chrysa Bika
23.04.26 Marcell Achrainer Guided Research Final Player Spawn and Respawn Mechanics in Digital Games Daniel Dyrda
02.04.26 Florian Hauser Master Thesis Kick-Off Bridging Design and Development: A Graph-Based Visual Scripting Approach for Story Creation in Unity Chrysa Bika
02.04.26 Ismail Adiyaman Bachelor Thesis Final Game Design Patterns: A DDE Based Approach to Pattern Creation Daniel Dyrda
02.04.26 Yana Serpik Bjorn Kühne;Ignacio Pizarro Garcia Practical Course Final Ordinary Chrysa Bika
02.04.26 Selena Kratzsch Bachelor Thesis Final Transfer of spatial relationship knowledge in a virtual 3D space using a game itself David Plecher
02.04.26 Benedikt Stefan Günther Bachelor Thesis Final Advancing Accessibility: Developing a Framework for 3D First-Person Games Chrysa Bika
26.03.26 Mikolaj Plewa Bachelor Thesis Final Adaptive Support Systems: Affective Feedback in Serious Games David Plecher
26.03.26 Marcell Achrainer Marvin Schwarz;Fabian Hartmann;Manuel Herrmann Practical Course Final Godot Co-op Platformer Daniel Dyrda
26.03.26 Jorge Brás Moreira Bachelor Thesis Final The use of VR to showcase the Column of Marcus Aurelius David Plecher
26.03.26 Annika Heindle Bachelor Thesis Final The Impact of Visual Restriction on Anxiety and Stress in Virtual Reality Horror Games David Plecher
26.03.26 Simon Winter Jennifer Wagner Practical Course Final Code Inspector - Games Lab David Plecher
19.03.26 Damian Lachenmayr Robin Johannes Mayer;Bahy Nguyen;Timotej Svitek Practical Course Final 3D Unreal Ninja Game Daniel Dyrda
12.03.26 Magdalena Joanna Polańska Sebastian Almeida Henriques da Silva;Xavier Igor Kamsu Nzodoum Practical Course Final Drakenvale David Plecher
12.03.26 Fabian Hartmann Bachelor Thesis Final Multisensory Integration in Virtual Reality: Exploring Olfactory and Thermal Feedback in an Animal-Companion Scenario Christian Eichhorn
12.03.26 Miyu Kitamura Bachelor Thesis Final nARau - An AR-based System for Learning Japanese through Object Detection Christian Eichhorn
26.02.26 Mikhail Zhukov Bachelor Thesis Final Accessibility Improvements of Combat Systems in Third-Person Videogames for People with Motor Impairments. Chrysa Bika
26.02.26 Carolina Kawabata Master Thesis Final A Digital Peer Consultation Game for Navigating Exam Anxiety in Higher Education Chrysa Bika
26.02.26 Arnesh Rajanish Vaidya Master Thesis Final Approaches towards Estimation of a Marker-less Tracking Method for Human Body Segment Rotations Christian Eichhorn
26.02.26 Elias Kaspar Bachelor Thesis Final Synthetic Intimacy: Designing an Educational Game on Parasocial Relationships with AI Chatbots Chrysa Bika
19.02.26 Franz Antonio Gillert Bachelor Thesis Final Experimental Evaluation and Model-Based Enhancement of Gaze Estimation in VR Christian Eichhorn
19.02.26 Jonas Bauer Bachelor Thesis Final SLAM on Mobile Devices for Large Outdoor Areas for AR Application David Plecher
19.02.26 Lara Emelie Liebmann Master Thesis Kick-Off From Play to Practice: A Story-Driven Digital Discussion Game for Onboarding Tutors and Doctoral Candidates Chrysa Bika
19.02.26 Leon Stier Master Thesis Kick-Off Adaptive Re-Onboarding for Input Controls in Video Games using Player Models Martin Schacherbauer
05.02.26 Tobias Wentura Bachelor Thesis Final Augmented Reality and the Path to Mass Adoption: An Analysis of Breakthroughs and Bottlenecks Sven Liedtke
05.02.26 Justin Büttner Master Thesis Final Comparison of Outside-In Head Pose Tracking in a Motion-Based Mixed Reality Flight Simulator Sven Liedtke
05.02.26 Strahinja Jankovic Bachelor Thesis Final Evaluating AI-Guided Feedback in Virtual Reality Driving Simulations for Complex Traffic Situations Christian Eichhorn
29.01.26 Can Savrun Master Thesis Final Empirical Assessment for Destructive Leadership Christian Eichhorn
29.01.26 Paul Simon Hemming Master Thesis Final Crowd Simulation in Video Games Daniel Dyrda
29.01.26 Lukas Moersler Master Thesis Final Simulating the Zuse Z1's Mechanical Binary Logic David Plecher
29.01.26 Marvin Neske Master Thesis Final Improving the Accessibility of Video Game Live Streams through Stream Extensions Daniel Dyrda
15.01.26 Jan Giedl Master Thesis Kick-Off Multi-Display Visualization of Urban Air Mobility Operation and Feature Detection Error Modelling for Marker-based Navigation Mayer, Elisabeth
15.01.26 Kaan Uslu Master Thesis Final Exploring User Immersion and AI-Driven Avatars in VR-Based Leadership Assessment Scenarios Christian Eichhorn
11.12.25 Haposan, Azarya Bernard Bachelor Thesis Final A Smart Health Application for Vital Sign Monitoring Using IoT and AI Christian Eichhorn
11.12.25 Patrick Wehrstein Patrick Wehrstein Bachelor Thesis Final Spatial Storytelling in Games: Mapping the Player Experience to the Game Space Daniel Dyrda
11.12.25 Benedikt Stefan Günther Bachelor Thesis Kick-Off Advancing Accessibility: Developing a Framework for 3D First-Person Games Chrysa Bika
27.11.25 Alexander Starzengruber Bachelor Thesis Final A Supporting Game for Teaching in Food Process Engineering – System Design and Implementation Sven Liedtke
27.11.25 Lara Szymborski Bachelor Thesis Final A Supporting Game for Teaching in Food Process Engineering – Concept and Gamification Aspects for Learning Success Sven Liedtke
13.11.25 Werner Richter Bachelor Thesis Final Toward Accessible Navigation in Digital Games: Developing a Wayfinding Framework for Accessibility and Inclusive Game Design Chrysa Bika
13.11.25 Alexander Michael Wudy Bachelor Thesis Final Scalable System Design to Enhance Serious Games for Student Performance Analysis in Education Sven Liedtke
13.11.25 Mingyang Li Master Thesis Final Design and Implementation of a Map-Based Game for Multi-Display Automotive User Interfaces Christian Eichhorn
13.11.25 Maximiliane Münch Master Thesis Final Developing a Framework for the Temporal Structuring of Player Experience in Games Daniel Dyrda
06.11.25 Yoconda Born Bachelor Thesis Final Flashcards vs. Modern Interfaces: A Pre-Study for Learning Japanese Kanji David Plecher
 
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