In this paper we present a model for procedural generation of 2D platforming levels, with the aim to ensure content can be scaled as players progress. Levels are generated through use of a two-phased generate and test approach, with the first reliant upon a grammar for generation of activities, while the latter is focussed on the positioning of geometry. These methods are made scalable courtesy of a budget-driven approach that limits the expressiveness of each component. We investigate the effectiveness of this approach and the playable levels it can generate for a 2D `infinite runner' video game
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...
This dissertation addresses the challenge of improving automatic level generation processes for plat...
Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”...
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...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
In this article we present a system that enhances content in platform game levels. This is achieved ...
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...
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...
This dissertation addresses the challenge of improving automatic level generation processes for plat...
Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”...
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...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
In this article we present a system that enhances content in platform game levels. This is achieved ...
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...
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...
This dissertation addresses the challenge of improving automatic level generation processes for plat...