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Audioverdrive: Exploring bidirectional communication between music and gameplay
- In: Proceedings of the 2013 International Computer Music Conference. (2013
"... We describe a system for bidirectionally coupling the mu-sic and gameplay of digital games, so gameplay proce-durally varies the music, and music procedurally varies the game. Our goal is to inject game music more closely into the core of gameplay, rather than having the music serve as an aesthetic ..."
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Cited by 5 (2 self)
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We describe a system for bidirectionally coupling the mu-sic and gameplay of digital games, so gameplay proce-durally varies the music, and music procedurally varies the game. Our goal is to inject game music more closely into the core of gameplay, rather than having the music serve as an aesthetic layer on top; traditionally, music re-sponds to game state, but not vice versa. Such a coupling has compositional and design implications: composing game music becomes a kind of composition of gameplay, and furthermore, game-design decisions feed back into the music-composition process. We discuss an arcade-style 2d side-scrolling game, Audioverdrive, demonstrat-ing this integrated music/game composition approach. 1.
Patterns as Objectives for Level Generation
"... This paper discusses how to use design patterns in procedural level generation, with particular reference to the classic console game Super Mario Bros. In a previous paper, we analyzed the levels in this game to find a set of recurring level design patterns, and discussed an implementation where lev ..."
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This paper discusses how to use design patterns in procedural level generation, with particular reference to the classic console game Super Mario Bros. In a previous paper, we analyzed the levels in this game to find a set of recurring level design patterns, and discussed an implementation where levels were produced from concatenation of these patterns. In this paper, we instead propose using patterns as design objectives. An implementation of this based on evolutionary computation is presented. In this implementation, levels are represented as a set of vertical slices from the original game, and the fitness function count the number of patterns found. Qualitative analysis of generated levels is performed in order to identify strengths and challenges of this method.
Acknowledgements
, 2010
"... Bank of Canada working papers are theoretical or empirical works-in-progress on subjects in economics and finance. The views expressed in this paper are those of the authors. No responsibility for them should be attributed to the Bank of Canada or the European Central Bank. ..."
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Bank of Canada working papers are theoretical or empirical works-in-progress on subjects in economics and finance. The views expressed in this paper are those of the authors. No responsibility for them should be attributed to the Bank of Canada or the European Central Bank.