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Tag Archives: procedural level design

Analyzing Level Design: A Genre-Specific Approach (@ DePaul, Friday)

This Friday I will be visiting Jose Zagal at DePaul University (his book Ludoliteracy has just come out) and giving a talk on my view of level design. My goal in giving the talk is to develop a framework spanning the research my students Gillian Smith, Ken Hullett, and I have been doing over the […]

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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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Procedural Content Generation Workshop

I’m pleased to announce that the Call for Papers for the Workshop on Procedural Content Generation in Computer Games is now available. The PC Games workshop is co-located with FDG 2010 this coming June in Monterey, California. Deadline for submissions is February 24, 2010. From the website: As computer games increasingly take place inside large, […]

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