Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
A graph grammar approach to graphical parsing
VL '95 Proceedings of the 11th International IEEE Symposium on Visual Languages
The Pragmatics of Model-Driven Development
IEEE Software
AI*IA '07 Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007: Artificial Intelligence and Human-Oriented Computing
Graph Transformation in a Nutshell
Electronic Notes in Theoretical Computer Science (ENTCS)
Fundamentals of Game Design
Adventures in level design: generating missions and spaces for action adventure games
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Integrating procedural generation and manual editing of virtual worlds
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Tanagra: a mixed-initiative level design tool
Proceedings of the Fifth International Conference on the Foundations of Digital Games
The art of game design: a book of lenses
The art of game design: a book of lenses
The effectiveness and efficiency of model driven game design
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Generating Emergent Physics for Action-Adventure Games
Proceedings of the The third workshop on Procedural Content Generation in Games
Procedural Generation of Narrative Puzzles in Adventure Games: The Puzzle-Dice System
Proceedings of the The third workshop on Procedural Content Generation in Games
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This paper frames the process of designing a level in a game as a series of model transformations. The transformations correspond to the application of particular design principles, such as the use of locks and keys to transform a linear mission into a branching space. It shows that by using rewrite systems, these transformations can be formalized and automated. The resulting automated process is highly controllable: it is a perfect match for a mixed-initiative approach to level generation where human and computer collaborate in designing levels. An experimental prototype that implements these ideas is presented.