Varieties of knowledge elicitation techniques
International Journal of Human-Computer Studies
Computation and Human Experience
Computation and Human Experience
Characterizing tool use in an interactive drawing environment
Proceedings of the 2nd international symposium on Smart graphics
Human values, ethics, and design
The human-computer interaction handbook
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An interactive game-design assistant
Proceedings of the 13th international conference on Intelligent user interfaces
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
Scenario generation for emergency rescue training games
Proceedings of the 4th International Conference on Foundations of Digital Games
Modeling player experience in super mario bros
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Rules of engagement: moving beyond combat-based quests
Proceedings of the Intelligent Narrative Technologies III Workshop
Tanagra: a mixed-initiative level design tool
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Now it's personal: on abusive game design
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Action recognition for support of adaptive gameplay: a case study of a first person shooter
International Journal of Computer Games Technology
What is procedural content generation?: Mario on the borderline
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
PCG-based game design: enabling new play experiences through procedural content generation
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Experience-Driven Procedural Content Generation
IEEE Transactions on Affective Computing
Tales from the front lines of a large-scale serious game project
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A case study of expressively constrainable level design automation tools for a puzzle game
Proceedings of the International Conference on the Foundations of Digital Games
PCG-based game design: creating Endless Web
Proceedings of the International Conference on the Foundations of Digital Games
Optimizing adaptivity in educational games
Proceedings of the International Conference on the Foundations of Digital Games
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Procedural content generation (PCG), the algorithmic creation of game content with limited or indirect user input, has much to offer to game design. In recent years, it has become a mainstay of game AI, with significant research being put towards the investigation of new PCG systems, algorithms, and techniques. But for PCG to be absorbed into the practice of game design, it must be contextualised within design-centric as opposed to AI or engineering perspectives. We therefore provide a set of design metaphors for understanding potential relationships between a designer and PCG. These metaphors are: tool, material, designer, and domain expert. By examining PCG through these metaphors, we gain the ability to articulate qualities, consequences, affordances, and limitations of existing PCG approaches in relation to design. These metaphors are intended both to aid designers in understanding and appropriating PCG for their own contexts, and to advance PCG research by highlighting the assumptions implicit in existing systems and discourse.