annotated bibliography 2
My Coogle and research map on all multimedia
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.
Using game level design as an applied method for Software Engineering education
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 (Game Development Series) (20 December 2004) by Staffan Bjork, Jussi Holopainen http://www.citeulike.org/group/1820/article/423551
Patterns in Game Design
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.
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.
Sentient Sketchbook: Computer-Aided Game Level Authoring
The paper introduces a sketchbook, which is a tool to support a designers 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 desiners, 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.
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
https://link.springer.com/chapter/10.1007/978-3-642-37192-9_29
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.
Sentient Sketchbook: Computer-Aided Game Level Authoring
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
Towards a Generic Framework for Automated Video Game Level Creation
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 todays 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.
Michael Cook, Simon Colton, Azalea Raad, Jeremy GowDOI | 10.1007/978-3-642-37192-9_29 |
---|
Mechanic Miner: Reflection-Driven Game Mechanic Discovery and Level Design
Procedural content generation (PCG) is a research 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.
This 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.
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