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Jim Whitehead: Infinite Games: Procedural Content in Game Design

Jim Whitehead: Infinite Games: Procedural Content in Game Design

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<strong>Inf<strong>in</strong>ite</strong> <strong><strong>Game</strong>s</strong>: <strong>Procedural</strong><br />

<strong>Content</strong> <strong>in</strong> <strong>Game</strong> <strong>Design</strong><br />

How procedural content generation enhances our ability to<br />

perform level design, and creates new game design potentials.<br />

<strong>Jim</strong> <strong>Whitehead</strong><br />

Augmented <strong>Design</strong> Laboratory // Center for <strong><strong>Game</strong>s</strong> and Playable Media<br />

http://games.soe.ucsc.edu/adl // http://games.soe.ucsc.edu<br />

Professor and Chair, Computer Science


Computers today can create and<br />

manipulate astonish<strong>in</strong>gly complex<br />

shapes and patterns.<br />

This makes it possible for computers to<br />

be creative, either solo, or <strong>in</strong><br />

collaboration with human artists.


Art, virtual worlds, computer games:<br />

All of these k<strong>in</strong>ds of content have been<br />

created by computer algorithms.<br />

<strong>Procedural</strong> content generation:<br />

The use of computer algorithms to create<br />

novel content.<br />

What are some examples?


<strong>Procedural</strong> content generation of artwork


<strong>Procedural</strong> content generation of<br />

virtual worlds and cities


<strong>Procedural</strong> content generation of<br />

game content and complete games


Our research focuses on procedural content<br />

generation <strong>in</strong> two ways:<br />

Novel author<strong>in</strong>g tools that explore how humans<br />

and computers can collaboratively create game<br />

levels<br />

<strong><strong>Game</strong>s</strong> where procedural content generation is<br />

a core part of the gameplay loop<br />

Let’s start with an analogy…


But, I don’t know how to design a<br />

p<strong>in</strong>ball game!<br />

Never m<strong>in</strong>d, looks easy.<br />

Let’s go!


A ball.<br />

Yeah, good idea.<br />

P<strong>in</strong>ball games need a ball.


Flippers!<br />

P<strong>in</strong>ball games always have those.


Plunger!<br />

Gotta have one...


Those round th<strong>in</strong>gs that go “ka‐<br />

ch<strong>in</strong>g, ka‐ch<strong>in</strong>g”, yeah!<br />

And, some of those triangular th<strong>in</strong>gs<br />

that bounce the ball.<br />

While we’re at it, make the ball stay<br />

<strong>in</strong> play more.<br />

Yeah, all that stuff, toss it <strong>in</strong>. More!


Need to make the ball do more, be<br />

more active.<br />

How do I do that?<br />

I dunno.<br />

Add more of everyth<strong>in</strong>g!


Hey, not bad!<br />

But also, not great.<br />

How could I make this better?


Mixed <strong>in</strong>itiative<br />

First the Human designer takes a turn<br />

Then the computer takes its turn<br />

A design collaboration


Tanagra<br />

Mixed‐<strong>in</strong>itiative level design<br />

Platform games


•<br />

•<br />

•<br />

Simple rules<br />

–<br />

–<br />

–<br />

Run, jump<br />

Collect items<br />

Get to the goal<br />

Complexity<br />

–<br />

–<br />

–<br />

Dexterity challenge<br />

F<strong>in</strong>d secret areas<br />

F<strong>in</strong>ish levels quickly<br />

Focus <strong><strong>Game</strong>s</strong><br />

–<br />

–<br />

–<br />

Super Mario World<br />

Donkey Kong Country 2<br />

Sonic the Hedgehog<br />

2D PLATFORMERS<br />

Super Mario World,<br />

N<strong>in</strong>tendo<br />

Sonic the Hedgehog,<br />

N<strong>in</strong>tendo<br />

Donkey Kong Country 2,<br />

N<strong>in</strong>tendo


•<br />

•<br />

•<br />

•<br />

•<br />

Platforms<br />

– Player runs along them.<br />

Obstacles<br />

– Cause damage to player.<br />

Collectible Items<br />

– Provide reward to player.<br />

Triggers<br />

– Cause change <strong>in</strong> level.<br />

Movement Aids<br />

– Help player through the level.<br />

LEVEL COMPONENTS<br />

Super Mario World,<br />

N<strong>in</strong>tendo<br />

Sonic the Hedgehog 2,<br />

SEGA<br />

Yoshi’s Island DS,<br />

N<strong>in</strong>tendo<br />

New Super Mario<br />

Bros., N<strong>in</strong>tendo<br />

Yoshi’s Island DS,<br />

N<strong>in</strong>tendo


Updated Level<br />

TANAGRA ARCHITECTURE<br />

ABL Choco<br />

Level Structure Constra<strong>in</strong>ts<br />

GUI<br />

Solution<br />

Geometry<br />

Pattern Library


What if players could play a procedural<br />

generator?<br />

What k<strong>in</strong>d of game design potential does<br />

that create?


Consider a platform game<br />

Levels generated procedurally and automatically<br />

Player actions <strong>in</strong>‐game affect the generator<br />

The generator becomes part of the gameplay loop


ENDLESS WEB


THE WEB<br />

Each axis is a specific challenge type and is related to a<br />

specific fear


DREAMER IN THE WEB<br />

There are six dreamers, each with a separate nightmare<br />

located <strong>in</strong> dreamweb space.


TUNING PORTALS


Human designer<br />

+ procedural content generation<br />

= TANAGRA<br />

Human player<br />

+ procedural content generation<br />

= ENDLESS WEB

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