Hyppää sisältöön
    • FI
    • ENG
  • FI
  • /
  • EN
OuluREPO – Oulun yliopiston julkaisuarkisto / University of Oulu repository
Näytä viite 
  •   OuluREPO etusivu
  • Oulun yliopisto
  • Avoin saatavuus
  • Näytä viite
  •   OuluREPO etusivu
  • Oulun yliopisto
  • Avoin saatavuus
  • Näytä viite
JavaScript is disabled for your browser. Some features of this site may not work without it.

Synchronizing game and AI design in PCG-based game prototypes

Bomström, Henri; Kelanti, Markus; Lappalainen, Jouni; Annanperä, Elina; Liukkunen, Kari (2020-09-30)

 
Avaa tiedosto
nbnfi-fe2020111189946.pdf (565.4Kt)
nbnfi-fe2020111189946_meta.xml (54Kt)
nbnfi-fe2020111189946_solr.xml (32.38Kt)
Lataukset: 

URL:
https://doi.org/10.1145/3402942.3402989

Bomström, Henri
Kelanti, Markus
Lappalainen, Jouni
Annanperä, Elina
Liukkunen, Kari
Association for Computing Machinery
30.09.2020

Henri Bomström, Markus Kelanti, Jouni Lappalainen, Elina Annanperä, and Kari Liukkunen. 2020. Synchronizing Game and AI Design in PCG-Based Game Prototypes. In International Conference on the Foundations of Digital Games (FDG '20). Association for Computing Machinery, New York, NY, USA, Article 24, 1–8. DOI:https://doi.org/10.1145/3402942.3402989

https://rightsstatements.org/vocab/InC/1.0/
© 2020 Association for Computing Machinery. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in 15th International Conference on the Foundations of Digital Games, FDG 2020, September 2020, Bugibba Malta, https://doi.org/10.1145/3402942.3402989.
https://rightsstatements.org/vocab/InC/1.0/
doi:https://doi.org/10.1145/3402942.3402989
Näytä kaikki kuvailutiedot
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi-fe2020111189946
Tiivistelmä

Abstract

Procedural content generation (PCG)-based game design aims to reach a new way of playing games by focusing gameplay around algorithmic game content generation. However, positioning interaction with PCG systems and generated content to the center of player experience poses design challenges for both game design and AI design. In order to create the wanted affordances, rich contextual information is required to make informed decisions on the generated content. While previous research has presented excellent developments on PCG’s possibilities, further considering context and affordances in the early stages of prototyping may aid designers reach these possibilities in a more consistent manner. This study is set to discuss how context, affordances and the game’s overall design can be considered during the prototyping process of PCG-based games. Misaligned game context and affordances can result in deeply rooted design issues that may later manifest as subpar gameplay experiences and increased development effort. These emergent issues are examined through a post-mortem case study to produce an extended PCG-based design process, featuring actionable steps, that takes context, affordances, and the game’s overall design into account through meaningful play.

Kokoelmat
  • Avoin saatavuus [37688]
oulurepo@oulu.fiOulun yliopiston kirjastoOuluCRISLaturiMuuntaja
SaavutettavuusselosteTietosuojailmoitusYlläpidon kirjautuminen
 

Selaa kokoelmaa

NimekkeetTekijätJulkaisuajatAsiasanatUusimmatSivukartta

Omat tiedot

Kirjaudu sisäänRekisteröidy
oulurepo@oulu.fiOulun yliopiston kirjastoOuluCRISLaturiMuuntaja
SaavutettavuusselosteTietosuojailmoitusYlläpidon kirjautuminen