What is it about?

This was a poster submission to ACM CHI PLAY 2015 explaining my use of statistical data for procedural content generation to extend an existing set of levels for a modular board game, specifically the DOOM Board Game by Fantasy Flight Games. Stochastic analysis techniques were adopted from musical composition research and applied to level generation, giving promising results in terms of spatial consistency of the generated levels in comparison to the existent set of six levels provided with the game.

Featured Image

Why is it important?

The contribution is the use of procedural content techniques in the field of analog board games.

Perspectives

This was a favourite milestone for me as I was able to apply concepts from algorithmic music composition to game level design.

Mr Jonathan Barbara
Saint Martin's Institute of Higher Education; Leuphana University of Luneburg

Read the Original

This page is a summary of: Generating Consistent Game Levels, January 2015, ACM (Association for Computing Machinery),
DOI: 10.1145/2793107.2810301.
You can read the full text:

Read

Contributors

The following have contributed to this page