2021
DOI: 10.20948/abrau-2021-10-ceur
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Branched Structure Component for a Video Game Scenario Prototype Generator

Abstract: The task of automating the routine work of computer game writers, narrative designers, set forth in earlier works, has been continued in the presented work. The issues of visualization of branching narrative structures of computer games are considered, the analysis of various approaches to visualization of the plot and other important components of a video game, such as, for example, automatic balancing of quantitative parameters, is carried out. The paper presents the chosen technological stack and gives spec… Show more

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Cited by 6 publications
(3 citation statements)
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“…Another explanation presented by (Turley, 2019) said that the video games were able to enrich stu-provides a controlled and consistent narrative experience but can lack replicability because the order of events is fixed and unchanging (Koenitz et al, 2016). On the other hand, branching structures provide variation in narrative events, increasing replicability and player choice (Sahibgareeva & Kugurakova, 2021).…”
Section: Methodsmentioning
confidence: 99%
“…Another explanation presented by (Turley, 2019) said that the video games were able to enrich stu-provides a controlled and consistent narrative experience but can lack replicability because the order of events is fixed and unchanging (Koenitz et al, 2016). On the other hand, branching structures provide variation in narrative events, increasing replicability and player choice (Sahibgareeva & Kugurakova, 2021).…”
Section: Methodsmentioning
confidence: 99%
“…Nesse ciclo de design, a versão mais recente do jogo é constantemente testada e desafiada para ser ajustada até atingir um "perfeito equilíbrio". Contudo, a visão de que o estado de equilíbrio perfeito é quase inatingível é comumente defendida [McGonigal 2011, Sahibgareeva e Kugurakova 2021.…”
Section: Balanceamento De Jogosunclassified
“…Подключение автоматического скиннинга с глубоким обучением нейронной сети к инструментарию сценарного прототипирования на основе естественного текста [35,36] позволит значительно расширить получаемый результат: в такой прототип игры можно будет поиграть, используя не только трехмерные локации, построенные на основе текстовых описаний, но и включить персонажей с реалистичными анимациями.…”
Section: дальнейшее использование инструментаunclassified