SILK: sketching interfaces like krazy
Conference Companion on Human Factors in Computing Systems
The Amulet Environment: New Models for Effective User Interface Software Development
IEEE Transactions on Software Engineering
DENIM: finding a tighter fit between tools and practice for Web site design
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Suede: a Wizard of Oz prototyping tool for speech user interfaces
UIST '00 Proceedings of the 13th annual ACM symposium on User interface software and technology
The Cassowary linear arithmetic constraint solving algorithm
ACM Transactions on Computer-Human Interaction (TOCHI)
Side views: persistent, on-demand previews for open-ended tasks
Proceedings of the 15th annual ACM symposium on User interface software and technology
COLLAGEN: A Collaboration Manager for Software Interface Agents
User Modeling and User-Adapted Interaction
Reflective physical prototyping through integrated design, test, and analysis
UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
Flow in games (and everything else)
Communications of the ACM
Design as exploration: creating interface alternatives through parallel authoring and runtime tuning
Proceedings of the 21st annual ACM symposium on User interface software and technology
Integrating procedural generation and manual editing of virtual worlds
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Potassco: The Potsdam Answer Set Solving Collection
AI Communications - Answer Set Programming
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
Proceedings of the International Conference on the Foundations of Digital Games
A trace-based framework for analyzing and synthesizing educational progressions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hi-index | 0.00 |
Creating game content requires balancing design considerations at multiple scales: each level requires effort and iteration to produce, and broad-scale constraints such as the order in which game concepts are introduced must be respected. Game designers currently create informal plans for how the game's levels will fit together, but they rarely keep these plans up-to-date when levels change during iteration and testing. This leads to violations of constraints and makes changing the high-level plans expensive. To address these problems, we explore the creation of mixed-initiative game progression authoring tools which explicitly model broad-scale design considerations. These tools let the designer specify constraints on progressions, and keep the plan synchronized when levels are edited. This enables the designer to move between broad and narrow-scale editing and allows for automatic detection of problems caused by edits to levels. We further leverage advances in procedural content generation to help the designer rapidly explore and test game progressions. We present a prototype implementation of such a tool for our actively-developed educational game, Refraction. We also describe how this system could be extended for use in other games and domains, specifically for the domains of math problem sets and interactive programming tutorials.