Procedural level generation for games is an active field of research with successful applications. However, how to generate content that embodies design intent is still an open research question. Level designers lack abstractions and tools for authoring generated artifacts for affecting emotion. We propose a novel pattern language for generative level design inspired by Appraisal Theory. Its patterns enable designers to add meaning, depth, and cohesiveness to the resulting content, and modify artifacts to make the content more engaging. We illustrate how these patterns can be implemented in a generative grammar for level generation for an adventure game. Formative evaluation of generated level content demonstrates the feasibility of the app...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Abstract—This work presents an approach to automatic video game level design consisting of a computa...
Procedural level generation for games is an active field of research with successful applications. H...
This chapter examines the relationship between emotions and level generation. Grounded in the experi...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
Procedural Content Generation (PCG) in games often suffers from a lack of emotional connection with ...
In experience-driven procedural content generation (EDPCG), the challenge of (parts of) a level are ...
Abstract—This paper investigates strategies to generate levels for action-adventure games. For this ...
Procedural content generation (PCG) can be a useful tool for aiding creativityand efficiency in the ...
The creation of video game levels is an inexact and often intuitive process. Currently, much of leve...
Games are shaped by the tools we use to make them and our ability to model the concepts they address...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
Procedural generation of levels for video games has been around for decades but tends to not produce...
Procedural content generation and design patterns could potentially be combined in several di erent ...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Abstract—This work presents an approach to automatic video game level design consisting of a computa...
Procedural level generation for games is an active field of research with successful applications. H...
This chapter examines the relationship between emotions and level generation. Grounded in the experi...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
Procedural Content Generation (PCG) in games often suffers from a lack of emotional connection with ...
In experience-driven procedural content generation (EDPCG), the challenge of (parts of) a level are ...
Abstract—This paper investigates strategies to generate levels for action-adventure games. For this ...
Procedural content generation (PCG) can be a useful tool for aiding creativityand efficiency in the ...
The creation of video game levels is an inexact and often intuitive process. Currently, much of leve...
Games are shaped by the tools we use to make them and our ability to model the concepts they address...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
Procedural generation of levels for video games has been around for decades but tends to not produce...
Procedural content generation and design patterns could potentially be combined in several di erent ...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Abstract—This work presents an approach to automatic video game level design consisting of a computa...