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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
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
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
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
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
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
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
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
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