ABSTRACT
This paper describes the design of a novel approach to procedural content generation, intent on supporting game design activities. The distinctive factor in this approach is that content generation is guided by a series of target experience indicators, which the designer can define freely according to his own agenda. We detail its underlying concepts and procedural logic, as well as its purported benefits, and outline early experiments in the design process of a prototype.
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Index Terms
- Designing Games with Procedural Content Generation: An Authorial Approach
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