This paper describes the design, and early evaluation of a scale aimed at assessing the believability of creatures in videogames. These creatures include all zoomorphic entities that do not qualify as fundamentally human-like, whether or not they have characteristics identifiable as anthropomorphic. The work is based on principles drawn from biology, animation, illustration and artificial intelligence. After developing the scale's 46 original items, it was administrated as a Likert Scale questionnaire. The results were analyzed through Principal Component Analysis and they suggest that 26 items, out of the original 46, spread across 4 dimensions, could be used to evaluate creature believability.
This paper describes the design of a novel approach to procedural content generation, intent on supporting game design activities. The distinctive factor in this approach is that content generation is guided by a series of target experience indicators, which the designer can define freely according to his own agenda. We detail its underlying concepts and procedural logic, as well as its purported benefits, and outline early experiments in the design process of a prototype.
Abstract. The paper describes the design research process of a procedural content generation tool aimed at supporting creative game design processes. An author oriented approach to procedural content generation tools is used where these tools can be manipulated so as to let authors define the design space they want to explore and the design solution they wish to find, therefore maintaining their creative agenda intact. We present two Participatory Design exercises where game designers were tasked with creating a complete Interface Design for an implementation of this approach. Content Analysis from participants' discourse during these design exercises showed two important results. First, designers have trouble understanding how this procedural content generation works, and how to express their design problem within its conceptual framework. Second, subjects were averse to a pure optimization led approach to content generation and suggested the need for an exploratory phase, where content is created only to grasp the design landscape, without having to specifically define the desired solution.
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