Creativity facet orchestration: the Whys and the Hows

Antonios Liapis, Rafael Bidarra, Mark J Nelson, Mike Preuss, Georgios N Yannakakis
Schloss Dagstuhl--Leibniz-Zentrum fuer Informatik, Volume 5, page 217 - 2015
Download the publication : orchestration.dagstuhl.2015.pdf [215Ko]  
Creativity facet orchestration aims to combine generation across the multiple creative domains that comprise game design. Literature identifies six core facets existent in games: level design, game design, audio, visuals, narrative and gameplay (involving NPCs or not) [1]. The first two facets are necessary for a game to be instantiated whereas the remaining four are optional. While there have been a few attempts to integrate more than one facet during the generative process (e.g. Game-o-Matic [2], Angelina [3]) these have been limited to mere hierarchical (linear) procedures. It is only very recently that research on computational game creativity has focused on ways in which more that two facets are interweaved during their generation (such as the work of Hoover et al. [4] orchestrating visuals, audio and gameplay elements).

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BibTex references

@InBook { LBNPY15,
  author       = "Liapis, Antonios and Bidarra, Rafael and Nelson, Mark J and Preuss, Mike and Yannakakis, Georgios N",
  title        = "Creativity facet orchestration: the Whys and the Hows",
  series       = "Artificial and Computational Intelligence in Games: Integration (Dagstuhl seminar 15051)",
  volume       = "5",
  pages        = "217",
  year         = "2015",
  publisher    = "Schloss Dagstuhl--Leibniz-Zentrum fuer Informatik",
  url          = "http://graphics.tudelft.nl/Publications-new/2015/LBNPY15"
}

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