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Designing Games with Procedural Content Generation: An Authorial Approach

Published:18 April 2015Publication History

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.

References

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    • Published in

      cover image ACM Conferences
      CHI EA '15: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems
      April 2015
      2546 pages
      ISBN:9781450331463
      DOI:10.1145/2702613

      Copyright © 2015 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 18 April 2015

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      • Work in Progress

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      CHI EA '15 Paper Acceptance Rate379of1,520submissions,25%Overall Acceptance Rate6,164of23,696submissions,26%

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