Procedural Content Generation is quite diffused in the field of video games design and development, since it can help in relieving designers from the burden of repetitive work, optimizing the development process, increasing re-playability, adapting games to specific audiences, and enabling new games mechanics. Anyway, when applying generative techniques, it is important not to forget that the main target is not optimization, but providing fun and compelling experiences to the player. In the present work, we tackle the issue of creating and testing an automated level editor for platform video games, starting from the work of [22,31]. The tool is aimed at producing levels that are both playable and fun, using as a starting point for the structure of the levels Afro-American musical rhythms. At the same time, it should guarantee maximum freedom to the level designer, and interactively suggest corrections functional to the quality of the player experience.

FUN PLEdGE 2.0: a FUNny Platformers LEvels GEnerator (Rhythm Based) / C. Mazza, L.A. Ripamonti, D. Maggiorini, D. Gadia - In: CHItaly '17 : ProceedingsNew York : ACM, 2017. - ISBN 9781450352376. - pp. 1-9 (( Intervento presentato al 12. convegno Biannual Conference on Italian SIGCHI tenutosi a Cagliari nel 2017 [10.1145/3125571.3125592].

FUN PLEdGE 2.0: a FUNny Platformers LEvels GEnerator (Rhythm Based)

L.A. Ripamonti
Secondo
;
D. Maggiorini
Penultimo
;
D. Gadia
Ultimo
2017

Abstract

Procedural Content Generation is quite diffused in the field of video games design and development, since it can help in relieving designers from the burden of repetitive work, optimizing the development process, increasing re-playability, adapting games to specific audiences, and enabling new games mechanics. Anyway, when applying generative techniques, it is important not to forget that the main target is not optimization, but providing fun and compelling experiences to the player. In the present work, we tackle the issue of creating and testing an automated level editor for platform video games, starting from the work of [22,31]. The tool is aimed at producing levels that are both playable and fun, using as a starting point for the structure of the levels Afro-American musical rhythms. At the same time, it should guarantee maximum freedom to the level designer, and interactively suggest corrections functional to the quality of the player experience.
User experience design; video games; procedural generated content; game design; human factors
Settore INF/01 - Informatica
2017
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/526305
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