Level design as model transformation: a strategy for automated content generation

  • Authors:
  • Joris Dormans

  • Affiliations:
  • Amsterdam University of Applied Sciences, Duivendrechtsekade, Amsterdam, The Netherlands

  • Venue:
  • Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
  • Year:
  • 2011

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Abstract

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.