Video games are a peculiar medium, standing at the crossing point between art and software application, and characterized by an active involvement of its audience. The complexity of the product generates a huge challenge for the companies that develop video games. In the development process, level designers play a crucial role: they are in charge of declining the theoretical framework developed by the game designer into game levels, which contain the actual gameplay scenarios. Hence, the final goal of any level designer is to valorize the game design by creating enjoyable gaming experiences while, at the same time, respecting several constraints. To lighten the burden on level designers, several semi-automated approaches to level generation...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In experience-driven procedural content generation (EDPCG), the challenge of (parts of) a level are ...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In the present work, we tackle the issue of designing, prototyping and testing a general-purpose aut...
Procedural Content Generation is quite diffused in the field of video games design and development, ...
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...
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...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
Games are shaped by the tools we use to make them and our ability to model the concepts they address...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
In this paper we present a model for procedural generation of 2D platforming levels, with the aim to...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In experience-driven procedural content generation (EDPCG), the challenge of (parts of) a level are ...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In the present work, we tackle the issue of designing, prototyping and testing a general-purpose aut...
Procedural Content Generation is quite diffused in the field of video games design and development, ...
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...
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...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
Games are shaped by the tools we use to make them and our ability to model the concepts they address...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
In this paper we present a model for procedural generation of 2D platforming levels, with the aim to...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In experience-driven procedural content generation (EDPCG), the challenge of (parts of) a level are ...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...