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- Dr Diego Perez-Liebana
< Back Dr Diego Pérez-Liébana Queen Mary University of London iGGi Industry Liaison Supervisor Born in Madrid (Spain) and living in London (United Kingdom), I am a Senior Lecturer in Computer Games and Artificial Intelligence at Queen Mary University of London. I hold a PhD in Computer Science from the University of Essex (2015) and a Master degree in Computer Science from University Carlos III (Madrid, Spain; 2007). My research is centered in the application of Artificial Intelligence to games, Tree Search and Evolutionary Computation. At the moment, I am especially interested on General Video Game Playing and Strategy games, which involves the creation of content and agents that play any real-time game that is given to it, and research in Abstract Forward Models. I have recently been awarded with an EPSRC grant on Abstract Forward Models for Modern Games. I am author of more than 100 papers in the field of Game AI, published in the main conferences of the field of Computational Intelligence in Games and Evolutionary Computation. I have publications in highly respected journals such as IEEE TOG and TEVC. I have also organised international competitions for the Game AI research community, such as the Physical Travelling Salesman Competition, and the General Video Game AI Competition, held in IEEE (WCCI, CIG) and ACM (GECCO) International Conferences. I also experience in the videogames industry as a game programmer (Revistronic; Madrid, Spain), with titles published for both PC and consoles. I worked as a software engineer (Game Brains; Dublin, Ireland), where I oversaw the development of AI tools that can be applied to the latest industry videogames. I am particularly interested in supervising students with background on applications of Tree Search or Evolutionary Algorithms for strategy games. Research Themes: Game AI Rolling Horizon Evolutionary Algorithms. Monte Carlo Tree Search Statistical Forward Planning methods. Strategy Games. diego.perez@qmul.ac.uk Email Mastodon https://diego-perez.net Other links Website https://www.linkedin.com/in/diegoperezliebana/ LinkedIn BlueSky https://github.com/diegopliebana Github Themes Game AI Game Data - Previous Next
- Dr Ben Kirman
< Back Dr Ben Kirman University of York iGGi Training Coordinator Supervisor Available to supervise non-iGGi students for 2024 intake Ben is a Senior Lecturer (Associate Prof) in Interactive Media at the University of York, who has over 20 years' experience as a creative technologist. Since his first programming job fixing Y2K bugs (you're welcome), he has worked with dozens of organisations, large and small, in design and prototyping playful experiences. His research uses game design and playful design as a way to explore the complex effects of emerging technologies through novel and unexpected interactions and experiences. Most often, this is through the design and development of games, digital/physical prototypes, and design fictions. Ben has applied this in topics ranging from immersive theatre, dog technology, non-league football, radical cycle delivery, and time travelling robots, to educational games, esports, new situationism and magic. The unifying theme is play – as a topic of study, a way of working, for research insight, and as expression or output in games or playful experiences. This work, especially the more bizarre stuff, has often been covered by traditional media, including the BBC, New Scientist, Wired, The Guardian, TIME, Metro, the New York Times, and Your Cat magazine. Ben is keen on supervising students with strong creative drives, with an interest in making, design, experimentation, and a broad perspective on games and play. This might be a project about playful props in immersive theatre, or a project about context in locative and site-specific games, or any other project that looks to explore new possibilities and new implications of emerging technology through the lens of play. Research themes include: Game Design Applied Games Computational Creativity Sports with an E and without an E Player Experience ben.kirman@york.ac.uk Email Mastodon https://ben.kirman.org/ Other links Website LinkedIn BlueSky Github Themes Applied Games Creative Computing Design & Development Esports Player Research - Previous Next
- Tom Wells
< Back Tom Wells University of York iGGi PG Researcher Available for placement Tom has an interest in niche alternative and indie games which evoke strong emotions and are narratively immersive. He studied Experimental Psychology as an undergraduate in Oxford, specialising in conscious brightness perception in specific optical pigments. His Masters was in Computational Neuroscience, Cognition and AI from Nottingham, and focused on Computer Vision (specifically facial recognition) and Visual Attention. He enjoys heavy metal, strength sports and literature. A description of Tom's research: With the rise of digital art, Uncanny Valley has emerged from an esoteric robotics concept into an infectious memetic phenomenon, with specific memes such as 'Uncanny/Canny Mr. Incredible', or more generally uncanny faces being used as reaction images for humor. Critics and players will now refer to specific media being 'Uncanny' rather than using more general words as 'off-putting', demonstrating uncanniness cementing itself in the public consciousness as examples increasingly abound; ergo digital artists should be aware of evoking the uncanny even with modern rendering technology, as audiences become increasingly discerning of the Uncanny. This is most pertinent in videogames, where rendering is performed in real-time, meaning rendering constraints must be implemented. This potentially confines characters to the Uncanny Valley, as it may not be possible to increase graphical fidelity, thus artists may be left to either accept the uncanny or demaster their work (both undesirable options). This project aims to learn about the Uncanny Valley pertaining to modern skin rendering techniques, using artificial intelligence (specifically GANs) to directly map skin rendering parameters onto user assessments of uncanniness and realism. This can then be reverse engineered to provide automated tools for generatively rendering realistic non-uncanny skin, and predicting audience responses to skin realism, expediting QA testing. The primary experimental stage is to generate a face database with photorealistic skin to be assessed using psychometrics by participants. This is additionally one of few studies looking into the novel phenomena of training AI's to generate human-oriented psychologically salient content. tw1700@york.ac.uk Email Mastodon Other links Website LinkedIn BlueSky Github Themes - Previous Next
- Dr Andrew James Wood
< Back Dr Andrew James Wood University of York Supervisor I am an interdisciplinary researcher at the University of York. My background is in Mathematical Physics but my interests are now in applying computational and mathematical techniques to interesting problems, mostly in Biology. This includes such topics as collective motion (particularly in interaction networks and the role of noise) and microbiology (particularly in metabolism, industrial biotechnology, spatial structure and plasmid dynamics) as well as modelling naval conflicts and glycosylation. I have a natural interest in games and am interested in the interface between games and science, be that in using games to do, or disseminate, science or in utilising mechanisms and insights from research to inspire games. Research themes: Game Analytics Game Design Games with a Purpose Gamification jamie.wood@york.ac.uk Email Mastodon https://ajamiewood.weebly.com/ Other links Website https://www.linkedin.com/in/jamie-wood-82460055/ LinkedIn BlueSky Github Themes Applied Games Design & Development Game Data - Previous Next
- Prof Damian Murphy
< Back Prof. Damian Murphy University of York Supervisor Damian Murphy is Professor in Sound and Music Computing at the Department of Electronic Engineering AudioLab, University of York, where he has been a member of academic staff since 2000, and is the University Research Theme Champion for Creativity. He started his career in the Performing Arts Department at Harrogate College and has previously held positions at Leeds Metropolitan University and Bretton Hall College. His research focuses on virtual acoustics and he has published over 130 journal articles, conference papers and books in the area. He is a member of the Audio Engineering Society, a Fellow of the Higher Education Academy, and a visiting lecturer to the Department of Speech, Music and Hearing at KTH, Stockholm. Prof. Murphy is also an active sound artist and the Director of the £15m XRStories Creative Industries R&D Partnership exploring interactive and immersive storytelling for the UK’s creative and cultural sectors. He is interested in supervising students with interests in sound design, acoustics and audio signal processing and with a particular focus on: Interactive and immersive audio environments for real-time systems Room acoustics simulation and auralisation Assessment of immersive audio content for gameplay and competitive advantage Interactive/immersive audio storytelling Acoustic scene classification using spatial and spectral feature Audio for immersive environments. Research themes: Game AI Game Audio and Music Games with a Purpose Player Experience damian.murphy@york.ac.uk Email Mastodon https://www-users.york.ac.uk/~dtm3/ Other links Website https://uk.linkedin.com/in/damian-murphy-b272b914 LinkedIn BlueSky Github Themes Creative Computing Game Audio Immersive Technology - Previous Next
- Tania Dales
< Back Tania Dales University of York iGGi PG Researcher Available for placement Tania is an indie video game designer and developer, working with horror, science fiction and games which are a little strange, bizarre and uncomfortable. They adopt research through design methodology, utilizing game design artistic practices, and game development software in their studies. About Tania's research: "My research is situated within character design, specifically in humanoid characters that elicit complicated and nuanced emotional reactions in players. These emotional reactions are those that creep in, linger, and last beyond the moment of play, rather than instantaneous responses like jump scares. We often experience these reactions when engaging with games that explore themes of body, cosmic and existential horror. My research looks at why these reactions occur, how we design our characters with these reactions in mind, and what is the role of bugs and glitches during existential gameplay experiences." tania.dales@york.ac.uk Email Mastodon Other links Website http://www.linkedin.com/in/tania-dales-268912197 LinkedIn BlueSky Github Supervisor: Dr Ben Kirman Themes Design & Development Game AI Immersive Technology Player Research - Previous Next
- Prof Richard Bartle
< Back Prof. Richard Bartle University of Essex iGGi Co-Investigator Supervisor Richard Bartle is a renowned pioneer in game design and research. He co-wrote the first virtual world, MUD ("Multi-User Dungeon") in 1978, and has thus been at the forefront of the online games industry from its very inception. He is an influential writer on all aspects of virtual world design, development, and management. As an independent consultant, he has worked with many of the major online game companies in the U.K. and the U.S. over the past 30 years. His 2003 book, Designing Virtual Worlds , has established itself as a foundation text for researchers and developers of virtual worlds alike. His Player Type theory is taught in game design programmes worldwide (he appears in examination questions!). His interests are directed mainly virtual worlds, particularly Massively Multiplayer Online Role-Playing Games (MMORPGs, or MMOs), but cover all aspects of game design. He is keen to see AI used for non-player characters in MMOs (his PhD is in AI), and his current work considers the long-term moral and ethical implications of this. They’re maybe not what you might think they were at first glance… rabartle@essex.ac.uk Email Mastodon https://mud.co.uk/richard/ Other links Website https://www.linkedin.com/in/richardbartle/ LinkedIn BlueSky Github Themes Design & Development Game AI Player Research - Previous Next
- Luiza Gossian
< Back Luiza Gossian Queen Mary University of London iGGi PG Researcher Available for placement Luiza is a multidisciplinary researcher, game designer and developer interested in translating real world concepts into engaging game mechanics. She is passionate about creating games that can encourage an understanding of ourselves and the socially connected world we live in. Luiza is also an experienced painter, graphic designer and photographer and uses her visual skills and psychology background to prototype experimental game designs, design game documentation and craft atmospheric experiences. A description of Luiza's research: How can a subject as serious as genocide be successfully and respectfully translated into a casual game? Difficult subjects are often implemented with polar opposite approaches in games: either they are made to be highly emotional, socially conscious games that portray the gravity of a situation, yet are only played by those already informed and aware; or they are pure entertainment games that turn these subjects into wild amusement parks that appeal to broader gamer audiences yet do nothing to appropriately address the themes they glorify. Within this polarity there exists the potential to create games that tackle more serious subjects yet do so in a way that is more lighthearted and entertaining, and therefore more likely to reach the audiences who stand to gain the most. In her research, Luiza is exploring how to design games about genocide that break away from traditional approaches and embrace the ludic potential of games. Drawing on theories of intergroup and cultural psychology, as well as her own experiences, she is exploring how these difficult themes can be explored in engaging, effective and informative ways. Currently, she is developing a hypercasual game that abstracts the ten stages of genocide to be used as an educational primer, a Tetris-esq game that uses social media and government sources to present the realities of refugees fleeing their homes, and a cosy mystery-adventure game which enables players to uncover historical crimes in a far away land. l.gossian@outlook.com Email Mastodon http://www.gossianblurs.com/ Other links Website https://www.linkedin.com/in/lu-goss/ LinkedIn https://bsky.app/profile/lugossian.bsky.social BlueSky Github Supervisors: Prof. Sebastian Deterding Dr Anne Hsu Themes Applied Games Design & Development - Previous Next
- Dr Alena Denisova
< Back Dr Alena Denisova University of York Supervisor Alena Denisova is a Lecturer in Computer Science at the University of York, UK. She is actively involved in collaborative and interdisciplinary projects that involve conceptualising and measuring user experience of video games and designing and building educational and persuasive interactive media. Her research explores the role of the `placebo effect’ of technology in shaping player experiences, perceived challenge and uncertainty in video games, and, more recently, emotionally impactful player experiences - understanding how these experiences are shaped with the view to inform the design of games that promote these experiences. Alena is an active member of the games HCI community: she is a co-chair of the IEEE Task Force on Automatic Gameplay Evaluation and a member of the Programme Committee for the annual CHI and CHI Play conferences. She is interested in supervising students that have qualitative, mixed method or design experience that they wish to apply to studying digital games. Possible research topics include exploring what makes choices in games meaningful for players, how perceived uncertainty, risk-aversion, and luck affect decision making in games, and how skill is acquired and advanced throughout while playing video games. She is also keen to work with students who wish to work on games with a purpose. For instance, designing and developing games that promote informed decision-making about moral and ethical choices, such as promoting sustainable lifestyle, reflecting on important real-life issues, developing personally, etc. alena.denisova@york.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/alenadenisova/ LinkedIn BlueSky Github Themes Applied Games Design & Development Player Research - Previous Next
- Pilar Zhang Qiu
< Back Pilar Zhang Qiu Queen Mary University of London iGGi Alum Pilar is a researcher with a background in Design Engineering. She has a keen interest in user experience and interaction, wearables and the use of cyber-physical systems in the medical field. Her PhD centres around the creation of play assessments for neuromotor conditions in children with cerebral palsy. This gravitates around the idea that better and more objective clinical data can be obtained through gamification of common assessments. Please note: Updating of profile text in progress Email Mastodon https://www.pilarzhangqiu.com/ Other links Website https://www.linkedin.com/in/pilar-zhang-qiu/ LinkedIn BlueSky https://github.com/pili-zhangqiu Github Themes Applied Games - Previous Next
- Ozan Vardal
< Back Dr Ozan Vardal University of York iGGi Alum Ozan studied undergraduate psychology at the University of Groningen, and holds a master's degree in Performance Psychology from the University of Edinburgh, where he wrote theses on the dynamics of psychological momentum in sport competition and the decision-making of expert applied psychologists respectively. He has long been fascinated with the psychological mechanisms underpinning complex skills, owing to his own background as a classically trained musician and his previous work as a performance psychology consultant with competitive athletes. His primary research interests involve the behavioural and neural factors surrounding human learning and skilled performance. A description of Ozan's research: Ozan views games as behaviourally rich environments for the study of complex skills and human learning. The competitive and immersive nature of games encourages millions of players to develop profound skill over hours, days, and even years of practice. Ozan’s work takes advantage of large data repositories generated by such players to study how different patterns of practice result in differences in learning outcomes. He also uses experimental methods in his work, and is currently using neuroimaging methods (MEG) and modelling techniques to identify how shifts between different behavioural and neural states affect performance as people play Tetris. By using games as a vehicle to study psychology, Ozan aims to develop scalable solutions to studying human learning. He hopes for a future where the science of learning is sufficiently advanced, such that (artificial) trainers can recommend optimised practice schedules for motivated learners, in any performance domain. Please note: Updating of profile text in progress ov525@york.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/ozanvardal LinkedIn BlueSky https://www.github.com/ozvar Github Featured Publication(s): Mind the gap: Distributed practice enhances performance in a MOBA game Themes Design & Development Esports Game Data - Previous Next
- Oceane Lissillour
< Back Océane Lissillour University of York iGGi PG Researcher Available for placement I started my journey as an undergrad in psychology specialising in ergonomics. It was then that I realised that I could study video games for a living. This led me to relocate myself to the south of France to, mostly enjoy the sun, but also undertake my dream MSc in Technological Innovation and Cognitive Psychology. As part of my master’s internship I had the pleasure to work in collaboration with researchers from the CLLE, a laboratory branch of the national research centre. This helped me develop my knowledge and awareness of video games and motivational processes and convinced me that if I could survive the bureaucracy of the French Government I could probably do a PhD. Afterwards, I moved on to work in Aeronautics for a brief time but landed back to academia in 2024 to join the wonderful iGGI community as a postgraduate researcher. A description of Océane's research: My research focuses on the act of taking a regular activity and ‘gamifying’ it by applying mechanics commonly found inside video games (such as points). This technique has been widely applied within research but its psychological aspects have seldom been studied. The aim of this thesis is to assess the efficacy and applicability of this technique, particularly the score element mechanic. It focuses on understanding the functionalisation of numerical values in games as this has not been studied previously in the literature. This research hopes to contribute to the better understanding of the impact of the design of points on motivation and behaviour. It has been proposed in precedent literature that the use of gamification will provide a partial solution to the critical decline in learners’ motivation and engagement the schooling system faces today. oceane.lissillour@york.ac.uk Email Mastodon Other links Website http://www.linkedin.com/in/oceane-lissillour LinkedIn BlueSky Github Supervisors: Dr Abi Evans Prof. Sebastian Deterding Themes Design & Development Player Research - Previous Next













