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Povscape: a research through design approach to anamorphic projection as a spatial game mechanic in impossible game spaces

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Bölüm / Program

Game and Interaction Technologies

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Yayıncı

ITU Graduate School

Araştırma Projeleri

Akademik Birimler

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Özet

Anamorphosis, an optical illusion in which a distorted image reveals its correct form only when viewed from a specific angle, has historically been used in painting, architecture, and sculpture to manipulate visual perception. This perceptual phenomenon holds untapped potential to be used in digital media, particularly in games. The player is forced to actively restore spatial coherence when perception is rendered functional rather than merely aesthetic, turning seeing into doing. This study investigates anamorphosis, uses anamorphic projection as a technique to create this illusion and adapts this into game design, and practices the projection on environments rather than objects, to transform the player's point of view into a game mechanic that is the key for the progression in spatially fragmented environments. The central research question is: How can anamorphic projection be used to redefine spatial interactions in game environments to challenge the conventional notions of reality and navigation? Simultaneously, the thesis fits into the growing interest in the concept of "impossible spaces," which are environments that logically or visually defy the physical rules of the real world. Inspired by M.C. Escher's recursive structures and visual illusions like the Penrose triangle, recent games that are willing to explore experimental gameplay have been using impossible spaces. These settings challenge conventional ideas of space and continuity by creating a playful contradiction between what appears structurally valid and what is physically possible. While several games experiment with non-Euclidean design and perception-based logic and use anamorphosis, most treat it as a surface-level illusion rather than a systematized mechanic that can serve as the core mechanic of a game. The study uses a Research through Design (RtD) methodology, that emphasizes reflective practice and iterative prototyping as a research tool, producing both knowledge and artifacts. By using this method, the study aims to ground theoretical investigation in practical application. Thanks to this, the mechanic can be evaluated both technically and experientially. To seek the potential of a novel game mechanic that uses anamorphic projection, a generalizable design framework is created. This framework outlines how anamorphic projection can work as a repeatable and modular system in designing puzzles and levels. With connected portal planes and real-time camera capture, the framework makes it possible for fragmented level elements to visually align from a precise angle. When the player navigates and finds the correct viewpoint, the fragmented projected pieces align to form a coherent image and trigger spatial transitions with portals. This system is designed to be flexible, adaptable to a variety of games and levels, and provides a reusable framework for future development. The thesis adopts The Player Experience Inventory (PXI) as an evaluation tool to measure how players react to the mechanic. This validated framework evaluates player experience in two categories: functional consequences (ease of control, progress feedback, audiovisual appeal, goals and rules, challenge) and psychosocial consequences (mastery, curiosity, immersion, autonomy, meaning). The PXI provides a thorough analysis of the suggested mechanic by focusing on both usability and emotional engagement. Based on the general framework, a prototype called POVscape was developed using Unreal Engine 5. The prototype includes three levels, progressing from easier to harder, each designed to test the mechanic in various spatial arrangements. The level designs of the prototype emphasize perspective-dependent interaction. The players experiment with the mechanic and find answers through alignment and movement. Thirty-three people participated in the user testing of the prototype. The research included both quantitative and qualitative methods. Six out of ten PXI constructs that are more relevant for the mechanic were chosen to be scored on a 7-point Likert scale. The participants answered three questions for each construct, as well as three questions for the levels to see how each level affected their view on the constructs. The findings showed that the mechanic was understandable and enjoyable, with all constructs scoring an average point above 5. The qualitative feedback described the mechanic as "mentally engaging" and "intiutive." Even though the prototype served as an introduction to the mechanic and only had three levels, it demonstrated the potential of the framework to create a novel spatial puzzle interaction. This study concludes that anamorphic projection can be used as a reliable spatial game mechanic. The level and puzzle designs could be expanded in future work. The system could be modified for virtual reality (VR), where perception an movement could improve further with the mechanic's features. Ultimately, this thesis offers a conceptual framework and a technical basis for exploring perception as the main interaction method in spatial game mechanic design.

Tanım

Thesis (M.Sc.) -- Istanbul Technical University, Graduate School, 2025

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Bilgisayar oyunları, Computer games, Oyun tasarımı, Game design, Video oyunları, Video games

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Onay

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