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2009
ACM

Rhythm-based level generation for 2D platformers

9 years 10 months ago
Rhythm-based level generation for 2D platformers
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. Categories and Subject Descriptors K.8.0 [Personal Computing]: General – Games. I.2.4 [Artificial Intelligence]: Knowledge Representation Formalism and Methods – Representations (procedural and rule-based). General Terms Design, Human Factors. Keywords Games, levels, procedural generation, 2D platformers.
Gillian Smith, Mike Treanor, Jim Whitehead, Michae
Added 28 May 2010
Updated 28 May 2010
Type Conference
Year 2009
Where FDG
Authors Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas
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