FUN PLEdGE

Dario Maggiorini, Mattia Mannalà, Mario Ornaghi, Laura Anna Ripamonti · 2015

In the present work, we tackle the issue of designing, prototyping and testing a general-purpose automated level editor for platform video games. Beside relieving level designers from the burden of repetitive work, Procedural Content Generation can be exploited for optimizing the development process, increasing re-playability, adapting games to specific audiences, and enabling new games mechanics. The tool proposed in this paper is aimed at producing levels that are both playable and fun. At the same time, it should guarantee maximum freedom to the level designer, and suggest corrections functional to the quality of the player experience.

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