2016 · 14 citations · 13 references
ArtsDesignGenerative ArtInteraction DesignUser Experience DesignExperience DesignGame PlayingInterface DesignMobile Application DevelopmentMobile Human-computer InteractionUsability TestingFine-tuningGame PlaytestingGamificationGamified InteractionLevelsMobile App TestingMobile Game DesignMobile Gaming Interfaces
We provide a proof of principle that novel and engaging mobile casual games with new aesthetics, game mechanics and player interactions can be designed and tested directly on the device for which they are intended. We describe the Gamika iOS application which includes generative art assets; a design interface enabling the making of physics-based casual games containing multiple levels with aspects ranging from Frogger-like to Asteroids-like and beyond; a configurable automated playtester which can give feedback on the playability of levels; and an automated fine-tuning engine which searches for level parameterisations that enable the game to pass a battery of tests, as evaluated by the auto-playtester. Each aspect of the implementation represents a baseline with much room for improvement, and we present some experimental results and describe how these will guide the future directions for Gamika.
13
Human-level control through deep reinforcement learning
Volodymyr Mnih, Koray Kavukcuoglu, David Silver et al. · Nature · 2015 · 30K citations
A casual revolution: reinventing video games and their players
Choice Reviews Online · 2010 · 891 citations
Social Sciences, Design, Game Theory +12