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New paper: “Gardening Games: An Alternative Philosophy of PCG in Games”

I’ll be presenting my new paper, Gardening Games: An Alternative Philosophy of PCG in Games, at the PCG Workshop at FDG 2018. Abstract: Procedural content generation (PCG) in games is often framed as a way to feed the content furnace, satisfying the voracious appetites of players by generating infinite seas of content for them to […]

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