The handheld Game Boy console has seen widespread popularity, with over a hundred million sold. It continues to be relevant as a retro-computing platform, and through emulation a Game Boy ROM can be run in the browser. However, despite being a well-defined, stable platform, there have been very few procedural generation projects that target the Game Boy. By leveraging existing ecosystems of development tools for the Game Boy platform, we construct a game generator that outputs playable ROMs. Paired with this, we seek to improve the ecological validity of game generation by building a generator that acts as a bridge to an active community of non-academic developers. The system interprets and outputs the same data artifacts used in the wild, ...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Games are shaped by the tools we use to make them and our ability to model the concepts they address...
This article describes procedural content generation algorithms used by an independent video game de...
The handheld Game Boy console has seen widespread popularity, with over a hundred million sold. It c...
Hundreds of millions of people play computer games every day. For them, game content–from 3D objects...
Academic procedural content generation (PCG) efforts often yield plausible game content but stop sho...
The purpose of this study is to provide a simple user interface with which everyone can design his/h...
This thesis studies the subject of system emulation through the development of a set of software mic...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
Game creation tools like Game Maker or RPG Maker democratize game making and facilitate the developm...
The benefits of using some type of automation to reduce the time and cost of software development is...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
Abstract This project translates a novel, Kobayashi Takiji’s, Kani Kôsen (The Crab Cannery Ship, 192...
Computer role-playing games (CRPGs) are a genre of computer games, which aim at providing similar pl...
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...
Games are shaped by the tools we use to make them and our ability to model the concepts they address...
This article describes procedural content generation algorithms used by an independent video game de...
The handheld Game Boy console has seen widespread popularity, with over a hundred million sold. It c...
Hundreds of millions of people play computer games every day. For them, game content–from 3D objects...
Academic procedural content generation (PCG) efforts often yield plausible game content but stop sho...
The purpose of this study is to provide a simple user interface with which everyone can design his/h...
This thesis studies the subject of system emulation through the development of a set of software mic...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
Game creation tools like Game Maker or RPG Maker democratize game making and facilitate the developm...
The benefits of using some type of automation to reduce the time and cost of software development is...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
Abstract This project translates a novel, Kobayashi Takiji’s, Kani Kôsen (The Crab Cannery Ship, 192...
Computer role-playing games (CRPGs) are a genre of computer games, which aim at providing similar pl...
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...
Games are shaped by the tools we use to make them and our ability to model the concepts they address...
This article describes procedural content generation algorithms used by an independent video game de...