Adventures in level design: generating missions and spaces for action adventure games

@inproceedings{Dormans2010AdventuresIL,
  title={Adventures in level design: generating missions and spaces for action adventure games},
  author={Joris Dormans},
  year={2010}
}
This paper investigates strategies to generate levels for action adventure games. This genre relies more strongly on well-designed levels than rule-driven genres such as strategy or roleplaying games for which procedural level generation has been successful in the past. The approach outlined by this paper distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. It discusses the merits of different types of generative grammars for… CONTINUE READING

Figures and Topics from this paper.

Citations

Publications citing this paper.
SHOWING 1-10 OF 84 CITATIONS

A Comparison Between Evolutionary and Rule-based Level Generation

VIEW 9 EXCERPTS
CITES METHODS & BACKGROUND
HIGHLY INFLUENCED

Procedural Content Generation in Games

  • Computational Synthesis and Creative Systems
  • 2016
VIEW 9 EXCERPTS
CITES METHODS & BACKGROUND
HIGHLY INFLUENCED

Graph Grammars for Super Mario Bros Levels

VIEW 4 EXCERPTS
CITES BACKGROUND
HIGHLY INFLUENCED

Procedural Generation of Dungeons

  • IEEE Transactions on Computational Intelligence and AI in Games
  • 2014
VIEW 14 EXCERPTS
CITES BACKGROUND & METHODS
HIGHLY INFLUENCED

Smart terrain causality chains for adventure-game puzzle generation

  • 2012 IEEE Conference on Computational Intelligence and Games (CIG)
  • 2012
VIEW 4 EXCERPTS
CITES BACKGROUND & METHODS
HIGHLY INFLUENCED

Non-Linear Quest Generation

  • FLAIRS Conference
  • 2018
VIEW 3 EXCERPTS
CITES BACKGROUND
HIGHLY INFLUENCED

Personalized adaptive dentist game

VIEW 4 EXCERPTS
CITES BACKGROUND
HIGHLY INFLUENCED

FILTER CITATIONS BY YEAR

2011
2018

CITATION STATISTICS

  • 11 Highly Influenced Citations

  • Averaged 9 Citations per year from 2017 through 2019

References

Publications referenced by this paper.

Automatic Generation of Dungeons for Computer Games

Adams, David
  • Bachelor thesis,
  • 2002
VIEW 3 EXCERPTS
HIGHLY INFLUENTIAL