Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Level Design for Games: Creating Compelling Game Experiences
Level Design for Games: Creating Compelling Game Experiences
Fundamentals of Game Design (Game Design and Development Series)
Fundamentals of Game Design (Game Design and Development Series)
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Rhythm-based level generation for 2D platformers
Proceedings of the 4th International Conference on Foundations of Digital Games
Adapting personal music for synesthetic game play
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Tanagra: a mixed-initiative level design tool
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Measuring interest in linear single player FPS games
ACM SIGGRAPH ASIA 2010 Sketches
Automatic level generation for platform videogames using genetic algorithms
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
On the harmfulness of secondary game objectives
Proceedings of the 6th International Conference on Foundations of Digital Games
Digging deeper into platform game level design: session size and sequential features
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Design and evaluation of parametrizable multi-genre game mechanics
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Integrated system for automatic platform game level creation with difficulty and content adaptation
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Enhancing level difficulty and additional content in platform videogames through graph analysis
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Patterns and procedural content generation: revisiting Mario in world 1 level 1
Proceedings of the First Workshop on Design Patterns in Games
Using Graph-Based Analysis to Enhance Automatic Level Generation for Platform Videogames
International Journal of Creative Interfaces and Computer Graphics
Hi-index | 0.00 |
Levels are the space where a player explores the rules and mechanics of a game; as such, good level design is critical to the game design process. While there are many broad design principles, level design is inherently genre-specific due to the wide variety of rules and types of challenge found between genres. Determining genre-specific design principles requires an in-depth analysis of games within the genre. We present such an analysis for the 2D platformer genre, examining level components and structure with a view to better understanding their level design. We then use this analysis to present a model for platformer levels, specifically focusing on areas of challenge. Our framework provides a common vocabulary for these items and provides level designers with a method for thinking about elements of platformers and how to compose them to create interesting and challenging levels.