While the games industry is moving towards procedural content generation (PCG) with tools available under popular platforms such as Unreal, Unity or Houdini, and video game titles like No Man's Sky and Horizon Zero Dawn taking advantage of PCG, the gap between academia and industry is as wide as it has ever been, in terms of communication and sharing methods. The authors have worked on both sides of this gap and in an effort to shorten it and increase the synergy between the two sectors have identified three design pillars for PCG using mixed-initiative interfaces. The three pillars are respect designer control, respect the creative process and respect existing work processes. Respecting designer control is about creating a tool that gives enough control to bring out the designer's vision. Respecting the creative process concerns itself with having a feedback loop that is short enough, that the creative process is not disturbed. Respecting existing work processes means that a PCG tool should plug in easily to existing asset pipelines. As academics and communicators, it is surprising that publications often do not describe ways for developers to use our work or lack considerations for how a piece of work might fit into existing content pipelines. CCS CONCEPTS• Human-centered computing → HCI design and evaluation methods; Interactive systems and tools; • Software and its engineering → Interactive games;
In less than a year's time, March 2022 will mark the twentieth anniversary of the first documented game jam, the Indie Game Jam, which took place in Oakland, California in 2002. Initially, game jams were widely seen as frivolous activities. Since then, they have taken the world by storm. Game jams have not only become part of the day-to-day process of many game developers, but jams are also used for activist purposes, for learning and teaching, as part of the experience economy, for making commercial prototypes that gamers can vote on, and more. Beyond only surveying game jams and the relevant published scientific literature from the last two decades, this paper has several additional contributions. It builds a history of game jams, and proposes two different taxonomies of game jams -a historical and a categorical. In addition, it discusses the definition of game jam and identifies the most active research areas within the game jam community such as the interplay and development with local communities, the study and analysis of game jammers and organisers, and works that bring a critical look on game jams. CCS CONCEPTS• Human-centered computing → Interaction design; • Software and its engineering → Interactive games.
We present a review of methods for procedurally generating the morphology of virtual creatures. We include a range of methods, with the main groups being from ALife over art to video games. Even though at times these groups overlap, for clarity we have kept this distinction. By including the word virtual, we mean that we focus on methods for simulation in silico, and not physical robots. We also include a historical perspective, with information on methods such as cellular automata, L-systems and a focus on earlier pioneers in the field. CCS Concepts• Applied computing → Computational biology; • Hardware → Biology-related information processing; • Software and its engineering → Interactive games; • Computing methodologies → Artificial life;
Since their inception at the Indie Game Jam 1 in 2002, a significant part of game jams has been knowledge sharing and showcasing ideas and work to peers. While various licensing mechanisms have been used for game jams throughout the years, there has never been a licence uniquely designed for artifacts created during a game jam. In this paper, we present to the community the Game Jam License (GJL) which is designed to facilitate that sharing and knowledge transfer, while making sure the original creators retain commercial rights. The Global Game Jam 2 , since 2009, strives to formalise sharing in a similar manner, by having jammers upload and license their creations under Creative Commons 3 Non Commercial Share Alike 3.0 free license. However, the CC family of licenses is not well suited for software. CC is not compatible with most other licenses, and introduces a legal grey area with the division between commercial and non-commercial use. Moreover, open source licences like GPL are well suited for source code, but not for art and design content. Instead the GJL presented in this paper, aims to uphold the original ideas of game jams (sharing and knowledge transfer), while still allowing the original team to hold on to all rights to their creation, without any of the deficiencies of the CC family of licenses. CCS CONCEPTS• Human-centered computing → Collaborative content creation; • Applied computing → Law; • Software and its engineering → Open source model.
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