The interactivity and the decision making processes typica lof a video game have a strong influence on how the story of the game should be told, but also on how the imaginary world of the game, where the story takes place, should be structured. As a consequence, there is a growing interest in the development of tools able to couple well with the increasing demanding peculiarities of “game writing” and“world building” activities, especially when game or level designers are called to do also the work of a writer. In this paper, we present A.T.L.A.S.(Automatic Terrain and Labels Assembling Software), a tool aimed at the automatic creation of complex imaginary worlds for video games, based on Procedural Content Generation techniques, but characterized also by a story-driven approach.

A.T.L.A.S.: Automatic Terrain and Labels Assembling Software / A. De Francesco, L.A. Ripamonti, D. Gadia, D. Maggiorini (CEUR WORKSHOP PROCEEDINGS). - In: Games-Human Interaction 2019 / [a cura di] M. De Marsico, D. Gadia, L.A. Ripamonti, D. Maggiorini, I. Mariani. - [s.l] : CEUR Workshop Proceedings, 2019 Oct 24. - pp. 1-6 (( Intervento presentato al 3. convegno Workshop on Games-Human Interaction tenutosi a Padova nel 2019.

A.T.L.A.S.: Automatic Terrain and Labels Assembling Software

Laura Anna Ripamonti;Davide Gadia;Dario Maggiorini
2019-10-24

Abstract

The interactivity and the decision making processes typica lof a video game have a strong influence on how the story of the game should be told, but also on how the imaginary world of the game, where the story takes place, should be structured. As a consequence, there is a growing interest in the development of tools able to couple well with the increasing demanding peculiarities of “game writing” and“world building” activities, especially when game or level designers are called to do also the work of a writer. In this paper, we present A.T.L.A.S.(Automatic Terrain and Labels Assembling Software), a tool aimed at the automatic creation of complex imaginary worlds for video games, based on Procedural Content Generation techniques, but characterized also by a story-driven approach.
Procedural Content Generation; Imaginary Worlds; VideoGames; Story Driven; Game Story; Game Writing
Settore INF/01 - Informatica
http://ceur-ws.org/Vol-2480/GHItaly19_paper_03.pdf
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Utilizza questo identificativo per citare o creare un link a questo documento: http://hdl.handle.net/2434/685293
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