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Adventures in level design: generating missions and spaces for action adventure games

Published:18 June 2010Publication History

ABSTRACT

This paper investigates strategies to generate levels for action adventure games. This genre relies more strongly on well-designed levels than rule-driven genres such as strategy or roleplaying games for which procedural level generation has been successful in the past. The approach outlined by this paper distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. It discusses the merits of different types of generative grammars for each individual step in the process.

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  1. Adventures in level design: generating missions and spaces for action adventure games

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      • Published in

        cover image ACM Other conferences
        PCGames '10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games
        June 2010
        67 pages
        ISBN:9781450300230
        DOI:10.1145/1814256

        Copyright © 2010 ACM

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        Publication History

        • Published: 18 June 2010

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