ArtsDesignStrategyGenerative DesignGenre StudiesUser Experience DesignNarrative LevelsPattern GenerationGame-based Story GenerationLevelsProcedural Design GenerationProcedural GenerationProcedural Story Generation
This paper investigates strategies to generate levels for action adventure games. This genre relies more strongly on well-designed levels than rule-driven genres such as strategy or roleplaying games for which procedural level generation has been successful in the past. The approach outlined by this paper distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. It discusses the merits of different types of generative grammars for each individual step in the process.
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Shape Grammars and the Generative Specification of Painting and Sculpture
George Stiny, James Gips · 1971 · 696 citations
Pascal Muller · 2006 · 675 citations
Yoav I. H. Parish, Pascal Müller · 2001 · 650 citations