Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
A framework for analysis of 2D platformer levels
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Experience-Driven Procedural Content Generation
IEEE Transactions on Affective Computing
The Design of Everyday Things
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Procedural content generation and design patterns could potentially be combined in several different ways in game design. This paper discusses how to combine the two, using automatic platform game level design as an example. The paper also present work towards a pattern-based level generator for Super Mario Bros. (SMB), which is based on an analysis of the levels of the original SMB game where we found 23 different patterns.