Final Draft


Literature Review
Final Draft
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Review done by
Dani Nolan
Video game level generation through apps, assets and AI based generation

Introduction
The following review of literature confirms a lot of things to do with both problems within level design such as AI driven software is not always the best way to approach things but in others it works wonderfully like generating massive levels of content which can form levels for new areas, I have seen this in games like world of warcraft where some levels felt familiar but were changed slightly to suit the environment, this was done through dungeon map generation apps which can also be found as extensions but they didn’t always work as intended, However there was also some good solutions such as website used to help make other game designers have unlimited resources to make such a thing as game design and level design easier due to having assets which would allow you to create games so easily without having to put way too much work into it, there was also libraries where you could find all your needed code to do commends without having to recode it all yourself.

The Body

Social Videogame Creation: lessons from RPG maker and level design
Online community sites devoted to RPG Maker, Trevor owns wanted to build a non-expensive software to creating and building RPG games so young people could experience and develop a fond use of making games within the digital media, from here they created web forums and hubs of social production on platforms like facebook, myspace, twitter and so much more, they started working on web 2.0 and build websites with RPG maker specifically for creating games.
They developed and created a survey to find out who was using their website and to find out who exactly they were and what types of games they were creating. There site ended up having over 40,000 users at one point. Next, we look at the website is providing young people develop a wide range of digital media skills with the idea of creating a vast community to help digital media thrive.
Mobile gaming has become an important part of gaming over the last little while and can be found used in a lot of everyday activities for a big potation of our society, in mobile games there is a casual game which learning curves and much more. Users find simple game mechanics with a short investment of their time to be really fun and are extremely become popular, these games have helped broadened the popularity of games in the gaming culture, which has helped with the demographic of games players become a more balanced gender bases state, with more and more older people also willing to engage with games, this also has helped people become more creative producers and now people have been able to design and make their own levels thanks for this. In conclusion this is to help keep people want to keep coming back for more and keeping the future direction for gamkia, The document is about using game level design as an applied method for Software Engineering Education, using Hands-on training is said to be one of the major requirements for Computer Science curriculum, this is how students learning outcomes will be enhanced simply by doing rather than just talking about it in lecturers and is considered to be a great impact on students in skills and learning. When it comes to a big company’s like Blizzard entertainment the level design process is split up and taken apart to be put into groups of other designers, then this design team comes up with the concept for levels and design based around the story of the game. This is then taken under a microscope and the levels are reviewed and then they go back to the drawing board to see if there can be any improvements made. Next the game is tested in the editor which then gave designers more opportunities to experiment with things they normally would not have been able to.

Patterns in Game Design and creating generated levels
In games specifically in the design of games there is patterns which have helped aspiring game designers with a lot of practical design choices within a big collection of all types of most if not all video games, the choices which have been called patterns are being used to show and illustrate many types of gameplay which you would find within video games, gameplay and player interaction in a game system Interaction is defined by other players. these patterns given the tools and have helped game designers put their ideas into words which has helped understanding how other games work, the patterns are used in order and can be referenced you would a dictionary, and by studying these patterns designers have learned how to have and find patterns in their own designs which gives a big understanding of what gameplay is and with this they can make and design better games. The paper introduces a sketchbook, which is a tool to support a designer in the making of game levels. Over the last twenty years, computer games have grown from something small as a niche market targeting young adults to an a massive and big important player in the global economy, which has millions of people engaged in games, The Sentient Sketchbook tool looks at and addresses certain limitations of mixed-initiative design which relies on simple but brilliant map sketches which helps to counter user fatigue and designer's, The former is evaluated via a small-scale user study with industry experts and the latter is evaluated via controlled experiments with no human interaction. this then presented the Sentient Sketchbook, a tool which allows a designer to create game levels via a computer-aided sketching interface. The tool helps automate map evaluations for designers, visualizing them on-screen and proposing alternative designs. A user study with industry experts demonstrated the tool’s potential, this then attested to different instances in which map suggestions can prove to be useful and help provide important feedback in which will then help put out future additions to the Sentient Sketchbook. 
  
Level design in dungeon generation for RPG games
The point of the paper is to help develop and evaluate a dungeon generation app created to create a dungeon floor, this is called procedural dungeon generation, this makes it easy for whoever is making the game to quickly map out the dungeon levels, the algorithm creates a variant dungeon based on the parameters which you have set for the game which gives the game a desire to be played a lot thanks to this. Some methods of research have helped collect this data so you can implement the design. This is done using a water fall model. This is all important because Procedural dungeon generation is needed when designing a game and its levels and if you do it right you can save a lot of time and money, in short, the game will get many levels and save time that would have been used creating them. Mechanic Miner: Reflection-Driven Game Mechanic Discovery and Level Design. With more research we found that Procedural content generation (PCG) is an area of high activity both in academia and also within game development, this is the ability to create and generate high quality content on demand in huge volumes which can and will improve the quality of the game. This has also made it possible for new types of game dependent on their ability to create content in this manner, Many PCG tend to focus on the generation of consumable data which could be the levels, quests, items you pick up, the story line and even the terrain itself. Through all this we then looked at the automatic Generation of Game Mechanics and in games the Reflection is the ability of a programming language to inspect itself at runtime, this gives some runtime allowing for the creation of new classes which has fields and methods, the code has a list of objects, if foo is one player at X position and the player moves after using m the their position at X will not return the original value and then apply m-1 as if it was changed or modified by the player moving or changing direction. Next, we investigated software design patterns don’t show anything towards software theory, RPG design patterns will not likely form the basis for any new RPG theory, RPG design patterns are for helping you clarify your design goals. RPG design patterns are about formalizing the mechanics observed in existing pen-and-paper role-playing games, the kind of games where the players sit around a table and talk to one another. RPG design patterns have nothing to do with mood or setting, and character classes the best option for your design goals, RPG design patterns fall into the realm of RPG engineering rather than RPG theory. Design patterns are viewed as to compliment theory and not be competitive, rpg design patterns must make designs in good role-playing games to be identified and exploited for the future design of games, to analyse issues and differences between games that focus on story creation over competition and how they differ in impact play.

Automated video game AI-Driven and Game Level Creation Editor Affects
Creators
Machine learning has had many advances and an increase in algorithms which can create art, games, stories, music and much more, but we have yet to work out how we will be able to have this find the best way it can all work with people in general, Further advances in Artificial intelligence helping machines learn so we can increase people working with these systems on a daily basis,
Some works on general human and AI cooperative creation in the field of computer games and music more, the first game levelling editing software was called Moral Maker which was the prototype for the famously known software and game called Mario maker which is now very popular. In the whole paper we have discussed the development of an intelligent level editor, which includes an AI partner to collaborate with users. We first focused on the development of the initial tool, and then focused on its affects when level designers practised with it. It was found that users loved working with the AI element of the AI agent, and this showed want to adapt their behaviour for the agent, and this has a lot of potential for future level designing development. Then we looked at Procedural Content creation is when there is an algorithmic generation of video game assets created by artists and it has started to become even more increasingly important for today’s video game industry, So this automation doesn’t only provide this but also provides a way to help produce more content which helps within the typical game development process in which these design elements are and always have been the building blocks which are used by the game to help to construct levels in video games. Games like 2D platformer Super Mario Bros and the other is an exploration-adventure game similar to The Legend of Zelda are but some of the examples where this is used with these encodings, to find out how fun a level is we use a generic model of challenge-based fun and the this model is applied to generated levels of both 2 and 3d games, which show that this is indeed useful and likely to be widely applicable.

Conclusion
The whole idea that games are easy to make is not true, level design can take its time without the use of apps, it was found that in conclusion things need to be made easier which is why we requires things like apps and extensions that do a lot of the work for us by generating maps or levels to help quickly design a better game and save you a lot of time spent on putting them together over and over, having assets helps a lot with designing too as it allows the designer to not have to go remodel things and saves a lot of time that would have been used on design work, lastly having found the patterns within video games we can now have vast libraries in which we can now pluck from and make a game, all and all this makes the process a much easier way of doing things and has helped revolutionise the game level designing industry and is why companies can now produce games a lot quicker than they could before all thanks to how people have helped over the years with the forums. But we are not there yet with it and there will be more research needed in the future to get this perfect.

Citations
David DavidAlbertus AgungYudy Tirana, (2017) "Procedural dungeon generation in RPG games", Library Hi Tech News, Vol. 34 Issue: 10, pp.13-14, https://doi.org/10.1108/LHTN-08-2017-0058
Trevor Owens, (2011) "Social videogame creation: lessons from RPG Maker", On the Horizon, Vol. 19 Issue: 1, pp.52-61, https://doi.org/10.1108/10748121111107708
Sol

Identifier RPGDesignPatterns91309
Identifier-ark ark:/13960/t4km0n36g
Ocr ABBYY FineReader 8.0
Ppi 300
Scanner Internet Archive HTML5 Uploader 1.2


ABNT (Brazilian National Standards) References
GUZDIAL, M. et al. Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators. [s. l.], 2019. DisponĂ­vel em: <http://search.ebscohost.com/login.aspx?direct=true&AuthType=ip,sso&db=edsarx&AN=edsarx.1901.06417&site=eds-live&custid=ns122646>. Acesso em: 10 fev. 2019.

AMA (American Medical Assoc.) Reference List
Guzdial M, Liao N, Chen J, et al. Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators. 2019. doi:10.1145/3290605.3300854.


Simon M. Lucas, "Game AI Research with Fast Planet Wars Variants", Computational Intelligence and Games (CIG) 2018 IEEE Conference on, pp. 1-4, 2018.
Swen E. Gaudl, Mark J. Nelson, Simon Colton, Rob Saunders, Edward J. Powley, Blanca Perez Ferrer, Peter Ivey, Michael Cook, "Rapid Game Jams with Fluidic Games: A User Study & Design Methodology", Entertainment Computing, 2018.

https://ieeexplore.ieee.org/document/6314583
Claudia Susie C. Rodrigues, Cláudia M. L. Werner, Luiz Landau, "VisAr3D: An Innovative 3D Visualization of UML Models", Software Engineering Companion (ICSE-C) IEEE/ACM International Conference on, pp. 451-460, 2016.

http://www.fdg2013.org/program/papers/paper28_liapis_etal.pdf
REFERENCES [1] D. Ashlock, C. Lee, and C. McGuinness. Search-based procedural generation of maze-like levels. IEEE Transactions on Computational Intelligence and AI in Games, 3(3):260–273, 2011.

Nathan Sorenson, Hilippe Pasquier, School of interactive Arts and Techonology, Simon Fraser University Survey
Remo, C.: MIGS: Far Cry 2’s Guay on the importance of procedural content. Gamasutra (November 2008), http://www.gamasutra.com/php-bin/news_index.php?story=21165
https://link.springer.com/chapter/10.1007/978-3-642-12239-2_14

Michael Cook, Simon Colton, Azalea Raad, Jeremy Gow
DOI
10.1007/978-3-642-37192-9_29


Patterns in Game Design (Game Development Series) (20 December 2004) by Staffan Bjork, Jussi Holopainen http://www.citeulike.org/group/1820/article/423551

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