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An interactive game-design assistant

Published: 13 January 2008 Publication History
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    Game-design novices increasingly hope to use game-like expression as a way to express content such as opinions and educational material. Existing game-design toolkits such as Game Maker ease the programming burden, bringing the design of small games within the technical reach of low-budget, non-expert groups. The design process itself remains a roadblock, however: It is not at all obvious how to present topics such as political viewpoints or bike safety in a way that makes use of the unique qualities of the interactive game medium. There are no tools to assist in that aspect of the game design process, and as a result virtually all expressive games come from a small number of game studios founded by experts in designing such games. We propose a game-design assistant that acts in a mixed-initiative fashion, helping the author understand the content of her design-in-progress, providing suggestions or automating the process where possible, and even offering the possibility for parts of the game to be dynamically generated at runtime in response to player interaction. We describe a prototype system that interactively helps authors define spaces of games in terms of common-sense constraints on their real-world references, provides support for them to understand and iteratively refine such spaces, and realizes specific games from the spaces as playable mobile-phone games in response to user input.

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    cover image ACM Conferences
    IUI '08: Proceedings of the 13th international conference on Intelligent user interfaces
    January 2008
    458 pages
    ISBN:9781595939876
    DOI:10.1145/1378773
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 13 January 2008

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    • (2024)The Ink Splotch Effect: A Case Study on ChatGPT as a Co-Creative Game DesignerProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650010(1-15)Online publication date: 21-May-2024
    • (2022)Investigating the Use of Planning Sheets in Young Learners’ Open-Ended Scratch ProjectsProceedings of the 2022 ACM Conference on International Computing Education Research - Volume 110.1145/3501385.3543972(247-263)Online publication date: 3-Aug-2022
    • (2022)Supporting the Construction of Game Narratives Using a Toolkit to Game DesignVideogame Sciences and Arts10.1007/978-3-030-95305-8_6(72-83)Online publication date: 23-Jan-2022
    • (2021)Challenges in generating juice effects for automatically designed gamesProceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment10.5555/3505520.3505526(42-49)Online publication date: 11-Oct-2021
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    • (2021)Scaffolding Game Design: Towards Tool Support for Planning Open-Ended Projects in an Introductory Game Design Class2021 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)10.1109/VL/HCC51201.2021.9576209(1-5)Online publication date: 10-Oct-2021
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    • (2019)Multi-Label Classification on Natural Language Sentences for Video Game Design2019 IEEE International Conference on Humanized Computing and Communication (HCC)10.1109/HCC46620.2019.00016(52-59)Online publication date: Sep-2019
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