In the present work, we tackle the issue of designing, prototyping and testing a general-purpose automated level editor for platform video games. Beside relieving level designers from the burden of repetitive work, Procedural Content Generation can be exploited for optimizing the development process, increasing re-playability, adapting games to specific audiences, and enabling new games mechanics. The tool proposed in this paper is aimed at producing levels that are both playable and fun. At the same time, it should guarantee maximum freedom to the level designer, and suggest corrections functional to the quality of the player experience
With the passage of time, video games are becoming more complex, and their development incurs greate...
In this paper we present a model for procedural generation of 2D platforming levels, with the aim to...
Part 11: PostersInternational audienceThis article presents an overview over our system for the crea...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Procedural Content Generation is quite diffused in the field of video games design and development, ...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
The design of video game levels is a complex and critical task. Levels need to elicit fun and challe...
The design of video game levels is a complex and critical task. Levels need to elicit fun and challe...
The design of video game levels is a complex and critical task. Levels need to elicit fun and challe...
The design of video game levels is a complex and critical task. Levels need to elicit fun and challe...
The design of video game levels is a complex and critical task. Levels need to elicit fun and challe...
The design of video game levels is a complex and critical task. Levels need to elicit fun and challe...
With the passage of time, video games are becoming more complex, and their development incurs greate...
With the passage of time, video games are becoming more complex, and their development incurs greate...
In this paper we present a model for procedural generation of 2D platforming levels, with the aim to...
Part 11: PostersInternational audienceThis article presents an overview over our system for the crea...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Procedural Content Generation is quite diffused in the field of video games design and development, ...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
The design of video game levels is a complex and critical task. Levels need to elicit fun and challe...
The design of video game levels is a complex and critical task. Levels need to elicit fun and challe...
The design of video game levels is a complex and critical task. Levels need to elicit fun and challe...
The design of video game levels is a complex and critical task. Levels need to elicit fun and challe...
The design of video game levels is a complex and critical task. Levels need to elicit fun and challe...
The design of video game levels is a complex and critical task. Levels need to elicit fun and challe...
With the passage of time, video games are becoming more complex, and their development incurs greate...
With the passage of time, video games are becoming more complex, and their development incurs greate...
In this paper we present a model for procedural generation of 2D platforming levels, with the aim to...
Part 11: PostersInternational audienceThis article presents an overview over our system for the crea...