Abstract
This paper frames the process of designing a level in a game as a series of model transformations. The transformations correspond to the application of particular design principles, such as the use of locks and keys to transform a linear mission into a branching space. It shows that by using rewrite systems, these transformations can be formalized and automated. The resulting automated process is highly controllable: it is a perfect match for a mixed-initiative approach to level generation where human and computer collaborate in designing levels. An experimental prototype that implements
these ideas is presented.
Original language | English |
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Title of host publication | PCGames '10 |
Subtitle of host publication | Proceedings of the 2010 Workshop on Procedural Content Generation in Games |
Publisher | Association for Computing Machinery |
ISBN (Electronic) | 978-1-4503-0804-5 |
Publication status | Published - 2011 |