Game Design
in Collaboration with the Algorithm
Major Research Project Proposal
MA in Digital Media
Douglas Gregory
219033117
Background
Douglas Gregory: 15 years as a game designer, 5 teaching game design community moderator on GameDev.StackExchange
Objective: Help game creators achieve their creative goals
Topic Area
Procedural Content Generation (PCG) for Games
Using algorithmic processes to produce game content such as environments, items, objectives, etc. Generated artifacts need to serve both functional (playable) and aesthetic (attractive, fun) goals.
Runtime Procedural Content
Algorithms run on the player’s device to create content on demand, expanding replayability, freedom, and surprise
Innes McKendrick - Continuous World Generation in ‘No Man’s Sky’ (GDC 32017)
Mixed Initiative Creation
Algorithms incorporated into developer tools to ease the burden of authoring game content and amplify creators’ power
Jaap van Mujiden - Run-Time Procedural Placement in ‘Horizon: Zero Dawn’ (GDC 2017)
Open Issues
Common procedural systems are difficult for game and level designers to create, tune, and collaborate with
There are hundreds of parameters buried in the depths of the algorithm…creating a seething, chaotic pool of coupled variables.
I no longer have any idea exactly how changes to them will manifest in the final product.
The system is too complex. Sometimes, mysteriously, levels will start looking very uninteresting, maybe ugly, or worse: not fun. The resulting debug sessions aren't really about debugging so much as black magic.
- Jordan Fisher
“How to make Insane,
Procedural Platformer Levels”
“
”
Coursework
DIGM 5010 - Foundations of Digital Media
Path-First Platformer Level Generation
Coursework
EECS 5326 - Topics in Artificial Intelligence
Applying Reasoning Models to Evaluate Puzzle Designs
Hardest
Easiest
Bottleneck Difficulty
Common Threads
Using algorithms to explore the space of possible player actions
Attention to the game designer’s user experience
Play shapes design
How can I use this in my daily process?
Research Questions
How can a procedural system
be designed to work in tandem
with conventional game & level designer skills?
Related Works
Danesh - Michael Cook
Unity plug-in that helps visualize and explore the expressive range of custom procedural generators
Tanagra - Smith & Whitehead
Mixed-initiative platformer level design tool based around a timeline of “beats” of player action
Expected Output
A software tool demonstrating improved designer user experience applicable to making games and informing the design of future tools
Ideas & Methodologies
User Study / Playtesting - examine how players behave and enjoy content, to inform models and evaluate output
Casual Creators (Compton and Mateas 2015) - design patterns for autotelic creativity tools
Explorable Explanations (Bret Victor, Nicky Case) - using interaction to help understand complex systems
Challenges
Proposed:
Continue case study in level design/generation tools for HexCells puzzles
Selected References
Alvarez, Alberto, Jose Font, and Julian Togelius. “Designer Modeling through Design Style Clustering.” IEEE Transactions on Games, 2022, 1–1. https://doi.org/10.1109/TG.2022.3143800.
Beyer, Marlene, Aleksandr Agureikin, Alexander Anokhin, Christoph Laenger, Felix Nolte, Jonas Winterberg, Marcel Renka, et al. “An Integrated Process for Game Balancing,” 2016. https://doi.org/10.1109/CIG.2016.7860425.
Compton, Kate, and Michael Mateas. “Casual Creators.” Edited by Hannu Toivonen, Simon Colton, Michael Cook, and Dan Ventura. Proceedings of the 6th International Conference on Computational Creativity, ICCC 2015, 228–35.
Cook, Michael, Jeremy Gow, and Simon Colton. “Towards the Automatic Optimisation of Procedural Content Generators,” 2016. https://core.ac.uk/reader/83956140.
Davis, Nicholas Mark. “Human-Computer Co-Creativity: Blending Human and Computational Creativity.” In Ninth Artificial Intelligence and Interactive Digital Entertainment Conference, 2013. https://www.aaai.org/ocs/index.php/AIIDE/AIIDE13/paper/view/7453.
Fisher, Jordan. “How to Make Insane, Procedural Platformer Levels.” Game Developer, May 10, 2012. https://www.gamedeveloper.com/design/how-to-make-insane-procedural-platformer-levels.
Maher, Mary Lou. “Computational and Collective Creativity: Who’s Being Creative.” In In Proc. 3rd Int. Conf. on Computational Creativity, 2012.
Smith, Gillian, Jim Whitehead, and Michael Mateas. “Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design.” IEEE Transactions on Computational Intelligence and AI in Games 3, no. 3 (September 2011): 201–15. https://doi.org/10.1109/TCIAIG.2011.2159716.
Bret Victor. “Up and Down the Ladder of Abstraction.” Accessed May 2, 2022. http://worrydream.com/LadderOfAbstraction/.
Game Design
in Collaboration with the Algorithm
Major Research Project Proposal
MA in Digital Media
Douglas Gregory
219033117