Publication | Open Access
Designing Procedurally Generated Levels
53
Citations
24
References
2013
Year
Game AiEngineeringGame DesignersComputer-aided DesignSocial SciencesLevel GeneratorsGenerative DesignModeling And SimulationProcedural GenerationGeneral Game PlayingGame DesignMechanism DesignGeometric ModelingDesignComputer ScienceArchitectural DesignPattern FormationGame LevelsModel SynthesisProcedural Modeling
We aim to improve on the design of procedurally generated game levels. We propose a method which empowers game designers to author and control level generators, by expressing gameplay-related design constraints. Following a survey conducted on recent procedural level generation methods, we argue that gameplay-based control is currently the most natural control mechanism available for generative methods. Our method uses graph grammars, the result of the designer-expressed constraints, to generate sequences of desired player actions. These action graphs are used as the basis for the spatial structure and content of game levels; they guide the layout process and indicate the required content related to such actions. We showcase our approach with a case study on a 3D dungeon crawler game. Results allow us to conclude that our control mechanisms are both expressive and powerful, effectively supporting designers to procedurally generate game levels.
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