TY - GEN
T1 - Level design patterns in 2D games
AU - Khalifa, Ahmed
AU - De Mesentier Silva, Fernando
AU - Togelius, Julian
N1 - Funding Information:
Ahmed Khalifa acknowledges the financial support from NSF grant (Award number 1717324 - ”RI: Small: General Intelligence through Algorithm Invention and Selection.”).
Funding Information:
Ahmed Khalifa acknowledges the financial support from NSF grant (Award number 1717324 - "RI: Small: General Intelligence through Algorithm Invention and Selection.").
Publisher Copyright:
© 2019 IEEE.
PY - 2019/8
Y1 - 2019/8
N2 - 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.
AB - 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.
KW - Analysis
KW - Design Patterns
KW - Level Design
UR - http://www.scopus.com/inward/record.url?scp=85073097615&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85073097615&partnerID=8YFLogxK
U2 - 10.1109/CIG.2019.8847953
DO - 10.1109/CIG.2019.8847953
M3 - Conference contribution
AN - SCOPUS:85073097615
T3 - IEEE Conference on Computatonal Intelligence and Games, CIG
BT - IEEE Conference on Games 2019, CoG 2019
PB - IEEE Computer Society
T2 - 2019 IEEE Conference on Games, CoG 2019
Y2 - 20 August 2019 through 23 August 2019
ER -