J. Whitehead
Publications
40
h-index
10
Citations
512
Highly Influential Citations
50
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Analyzing the expressive range of a level generator
Gillian Smith, J. Whitehead
Computer Science
18 June 2010
TLDR
This paper applies a method for analyzing the expressive range of a procedural level generator to Launchpad, a level generator for 2D platformers, and finds that such analysis can also expose unexpected biases in the generation algorithm and holes in the expressiverange that drive future work. Expand
141 Citations
24
PDF
A framework for analysis of 2D platformer levels
Gillian Smith, Mee Cha, J. Whitehead
Computer Science
Sandbox '08

9 August 2008
TLDR
The framework provides a common vocabulary for these items and provides level designers with a method for thinking about elements of platformers and how to compose them to create interesting and challenging levels. Expand
62 Citations
9
PDF
Expressive design tools: procedural content generation for game designers
J. Whitehead, Gillian Smith
Computer Science
2012
TLDR
A novel method for understanding, visualizing, and comparing a generator's expressive range is presented, thus allowing designers to understand the implications of decisions they will make during the design process. Expand
11 Citations
4
Versioning Extensions to WebDAV
J. Amsden, David G. Durand, +4 authors Bruce Cragun
Computer Science
1 July 1999
55 Citations
3
PCG-based game design: enabling new play experiences through procedural content generation
Gillian Smith, Elaine Gan, A. Othenin-Girard, J. Whitehead
Computer Science
PCGames '11

28 June 2011
TLDR
The design and implementation of an experimental PCG-based 2D platformer called Rathenn, which provides the player with control over the level they are playing while they explore both the physical and generative spaces of the game. Expand
42 Citations
2
PDF
The whats and the whys of games and software engineering
Chris Lewis, J. Whitehead
Computer Science
GAS '11

22 May 2011
TLDR
This paper investigates four main areas: the development of games, how they are designed, how middleware supports the creative process and how games are tested. Expand
19 Citations
2
PDF
Toward proccedural decorative ornamentation in games
J. Whitehead
Art
18 June 2010
Castles, palaces, temples and cathedrals in the real world are densely decorated with ornamentation. Computer games, in contrast, usually have much less and appear Spartan in comparison. Game worlds,… Expand
23 Citations
2
PDF
Collaborative Software Engineering
Ivan Mistrk, J. Grundy, A. Hoek, J. Whitehead
Engineering
10 March 2010
Collaboration among individuals from users to developers is central to modern software engineering. It takes many forms: joint activity to solve common problems, negotiation to resolve conflicts,… Expand
52 Citations
1
Weapon design patterns in shooter games
Roberta Giusti, Kenneth Hullett, J. Whitehead
Engineering
DPG '12

29 May 2012
With the increasing complexity of interactive games, the need for a common vocabulary to describe patterns grows. Action-oriented games focus heavily on players using weapons, but categorizations… Expand
16 Citations
1
PDF
Extensions for Distributed Authoring and Versioning on the World Wide Web -- WEBDAV
D. Jensen, Steve R. Carter, Y. Goland, J. Whitehead, Asad Faizi
Computer Science
26 March 1997
10 Citations
1
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