@inproceedings{c26212f306ae40e19d1b1f9802a0572c,
title = "Level design patterns in 2D games",
abstract = "Videogame designers use tips and tricks and tools of the trade to design levels. Some of these tips are based on their gut feeling and others have been known in the game industry for the last 30 years. In this work, we discuss six of common level design patterns present in 2D videogames. The patterns under discussion are the product of an exploratory analysis of over thirty 2D games. We choose to focus on patterns that are both common and impactful for the overall player experience. We discuss in detail the rationale for and advantages of each pattern, showing examples of games that make use of such. We conclude with a discussion of the usage and understanding of these patterns from the perspective of level design and how other technical approaches can benefit from them.",
keywords = "Analysis, Design Patterns, Level Design",
author = "Ahmed Khalifa and {De Mesentier Silva}, Fernando and Julian Togelius",
note = "Publisher Copyright: {\textcopyright} 2019 IEEE.; 2019 IEEE Conference on Games, CoG 2019 ; Conference date: 20-08-2019 Through 23-08-2019",
year = "2019",
month = aug,
doi = "10.1109/CIG.2019.8847953",
language = "English (US)",
series = "IEEE Conference on Computatonal Intelligence and Games, CIG",
publisher = "IEEE Computer Society",
booktitle = "IEEE Conference on Games 2019, CoG 2019",
}