Proceedings of the 26th Annual ACM Symposium on User Interface Software and Technology 2013
DOI: 10.1145/2501988.2502011
|View full text |Cite
|
Sign up to set email alerts
|

A mixed-initiative tool for designing level progressions in games

Abstract: Creating game content requires balancing design considerations at multiple scales: each level requires effort and iteration to produce, and broad-scale constraints such as the order in which game concepts are introduced must be respected. Game designers currently create informal plans for how the game's levels will fit together, but they rarely keep these plans up-to-date when levels change during iteration and testing. This leads to violations of constraints and makes changing the high-level plans expensive. … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
28
0

Year Published

2014
2014
2022
2022

Publication Types

Select...
4
3
2

Relationship

1
8

Authors

Journals

citations
Cited by 42 publications
(28 citation statements)
references
References 19 publications
0
28
0
Order By: Relevance
“…These systems were limited to the creation of single levels. Butler et al [10] proposed a mixedinitiative system for end-to-end game production allowing for manual designer intervention at all stages of content generation. By contrast, the present work borrows inspiration from ITS to drive conceptual growth automatically, reducing the need for expertise in the form of manual authoring.…”
Section: Gamesmentioning
confidence: 99%
“…These systems were limited to the creation of single levels. Butler et al [10] proposed a mixedinitiative system for end-to-end game production allowing for manual designer intervention at all stages of content generation. By contrast, the present work borrows inspiration from ITS to drive conceptual growth automatically, reducing the need for expertise in the form of manual authoring.…”
Section: Gamesmentioning
confidence: 99%
“…Butler et al used the ASP-based puzzle generator by Smith et al as part of their tool for designing level progressions through mixed-authorship [37]. The tool uses constraints, which are specified by designers and are incorporated into the original generator, to address the generation of a logical progression of levels.…”
Section: F Path-building Puzzlesmentioning
confidence: 99%
“…Another key aspect to dungeon generation is player progression [6]. Designers ensure that the player's experience throughout a level will be coherent and effective, which will be affected by the content they create.…”
Section: Dungeon Design In Videogamesmentioning
confidence: 99%