Level Design as Model Transformation

Joris Dormans

Research output: Chapter in Book/Report/Conference proceedingChapterAcademic

12 Citations (Scopus)
1 Downloads (Pure)

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 languageEnglish
Title of host publicationPCGames '10
Subtitle of host publicationProceedings of the 2010 Workshop on Procedural Content Generation in Games
PublisherAssociation for Computing Machinery
ISBN (Electronic)978-1-4503-0804-5
Publication statusPublished - 2011

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