make something that makes something (that isn't a game)
TRANSCRIPT
Moving beyond our past…
§ Data compression
§ Replayability
§ Personalization
Platformer AI
Competition, 2013
Elite, 1984
Diablo III, 2012
What is our future?
§ General-‐purpose PCG
§ PCG as a design tool
§ New playable experiences
§ Collaboration with AI
§ User-‐created content
Deeply Process Intensive PCG
data-‐intensive Robot Unicorn Attack
process-‐intensive Petalz
§ Drawing inspiration from other sources § Rationalizing decision-‐making § Learning from past designs
Deeply Playable Content
static content Speed Tree
playable content Angelina
§ New, themed game mechanics § New game genres
Novice Creators
developer control Elite
player control Spore
§ “Magic crayons” for playable content § Beyond players: communities, observers
Multi-‐creator & Multi-‐player
single player Rogue
multiple players Galactic Arms Race
§ Content for many players across instances § Collaborative play
But… how do we get there?
§ We can’t make a holodeck in a week
§ We can aim for: § Controllable PCG § Understanding meaning § Using interesting inputs § Different domains
Generating Different Things
§ Visuals § Sound effects § Music § Smells
§ Tangible objects!
Viv (work in progress) – Horn et al.
Generating from Data
Data-‐driven monopoly (Friberger & Togelius) Infovis façade @ Northeastern (Offenhuber)
Understanding Expressivity
§ How controllable is your content generator?
§ What range of things can it make?
1 level
>75 levels
Expressive range visualization – Smith et al.
make something that makes something!
Gillian Smith Northeastern University
PLAIT Lab
[email protected] @gillianmsmith
http://www.sokath.com