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...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
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...
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...
In experience-driven procedural content generation (EDPCG), the challenge of (parts of) a level are ...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
peer-reviewedThe benefits of using some type of automation to reduce the time and cost of software ...
Games are shaped by the tools we use to make them and our ability to model the concepts they address...
Procedural Content Generation (PCG) in games often suffers from a lack of emotional connection with ...
Abstract—The use of procedural content generation (PCG) techniques in game development has been most...
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 ...
Procedural content generation (PCG) is concerned with automatically generating game content, such a...
In this article we bring the concepts of narrativism and ludology to automatic level generation for ...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
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...
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...
In experience-driven procedural content generation (EDPCG), the challenge of (parts of) a level are ...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
peer-reviewedThe benefits of using some type of automation to reduce the time and cost of software ...
Games are shaped by the tools we use to make them and our ability to model the concepts they address...
Procedural Content Generation (PCG) in games often suffers from a lack of emotional connection with ...
Abstract—The use of procedural content generation (PCG) techniques in game development has been most...
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 ...
Procedural content generation (PCG) is concerned with automatically generating game content, such a...
In this article we bring the concepts of narrativism and ludology to automatic level generation for ...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
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...