Abstract | ||
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We present a rhythm-based method for the automatic generation of levels for 2D platformers, where the rhythm is that which the player feels with his hands while playing. Levels are created using a grammar-based method: first generating rhythms, then generating geometry based on those rhythms. Generation is constrained by a set of style parameters tweakable by a human designer. The approach also minimizes the amount of content that must be manually authored, instead relying on geometry components that are included in the level designer's tileset and a set of jump types. Our results show that this method produces an impressive variety of levels, all of which are fully playable. |
Year | DOI | Venue |
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2009 | 10.1145/1536513.1536548 | FDG |
Keywords | Field | DocType |
grammar-based method,style parameters tweakable,jump type,geometry component,impressive variety,level designer,human designer,automatic generation,rhythm-based level generation,generating rhythm,rhythm-based method,games | Computer science,Simulation,Grammar,Jump,Multimedia,Rhythm,Procedural generation | Conference |
Citations | PageRank | References |
51 | 4.26 | 8 |
Authors | ||
4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Gillian Smith | 1 | 369 | 28.59 |
Mike Treanor | 2 | 168 | 20.47 |
Jim Whitehead | 3 | 448 | 31.30 |
Michael Mateas | 4 | 2110 | 221.90 |