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Tag Archives: Level Generation

Dynamic Difficulty in Platformers

We’ve all played, and been frustrated by, games that were too difficult for us (Demon’s Souls) or games that were too easy (Smurfs: Rescue In Gargamel’s Castle). In fact, for most games it’s an immense design challenge to create levels that can be enjoyed by both skilled players and noobs. Wouldn’t it be great for […]

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Using Procedural Content Generation to Build Casual Games for Mobile Platforms

I recently ported Infinite Mario to the Android platform in order to evaluate the use of procedural content generation in mobile devices. My goal is was to develop a casual platform game, where players can jump right into the action without worrying about making it to the next save point.

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