ADL

Augmented Design Lab

Endless Web

by: robin
Posted: Mar.06.2012
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Short Description: 
Endless Web is an experimental 2D platformer that explores how to deeply integrate procedural content generation into both game mechanics and aesthetics.

Overview

Endless Web is an experimental 2D platformer that explores how to deeply integrate procedural content generation into both game mechanics and aesthetics, such that the player must strategize around the PCG system. The player explores an infinite world that is procedurally generated as the player moves through the game, shifting according to the choices that the player makes. In Endless Web, players must search through the generative, rather than physical, space of the game in order to complete their objectives.

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Posted: Jan.01.2010
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Short Description: 
A project exploring the relationships between level design elements and gameplay, with a focus on single player first-person shooter (FPS) levels.

Overview

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Tanagra

by: jkmahal
Posted: Jan.01.2010
Category: ADL EIS
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Short Description: 
A prototype mixed-initiative level design tool for 2D platformers that enables realtime human-computer collaborative production of a playable level.

Overview

Tanagra is a prototype mixed-initiative level design tool for 2D platformers. It allows a human and a computer to work together to produce a fully playable level. At the heart of Tanagra is a reactive level generator, which responds in realtime to any changes made by the human designer. Tanagra supports editing both the geometry that appears in the level, and directly manipulating the pacing of the level through a timeline.

Video

A video showing a use case for Tanagra.

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Launchpad

by: jkmahal
Posted: Jan.01.2008
Category: ADL DANM EIS launchpad
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Short Description: 
A system in which game designers specify the jumping rhythms and timing a player should feel in order to auto-generate 2D platformer level designs.

Overview

A key underlying idea behind 2D platformer level design is the notion of rhythm, and the timing and repetition of distinct user actions. Manually generated levels frequently contain a series of challenging jumps that must be timed perfectly. Our technique for automatically creating levels is based on this concept, where we aim to have the player feel a particular rhythm in his hands while playing our levels.

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