Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation

Daniel Karavolos, Anders Bouwer, Rafael Bidarra

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

A level designer typically creates the levels of a game to cater for a certain set of objectives, or mission. But in procedural content generation, it is common to treat the creation of missions and the generation of levels as two separate concerns. This often leads to generic levels that allow for various missions. However, this also creates a generic impression for the player, because the potential for synergy between the objectives and the level is not utilised. Following up on the mission-space generation concept, as described by Dormans, we explore the possibilities of procedurally generating a level from a designer-made mission. We use a generative grammar to transform a mission into a level in a mixed-initiative design setting. We provide two case studies, dungeon levels for a rogue-like game, and platformer levels for a metroidvania game. The generators differ in the way they use the mission to generate the space, but are created with the same tool for content generation based on model transformations. We discuss the differences between the two generation processes and compare it with a parameterized approach.
Original languageEnglish
Title of host publicationProceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015), June 22-25, 2015, Pacific Grove, CA, USA
Number of pages8
Publication statusPublished - 2015
Event10th International Conference on the Foundations of Digital Games - Pacific Grove, United States
Duration: 22 Jun 201525 Jun 2015

Publication series

NameThe Foundations of Digital Games conference series

Conference

Conference10th International Conference on the Foundations of Digital Games
Abbreviated titleFDG 2015
Country/TerritoryUnited States
CityPacific Grove
Period22/06/1525/06/15

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