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Developing an AI that can automatically design videogames

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Author: <span>Mike</span>

The Saturday Paper: Wherever Whenever

Authored by Mike updated July 6, 2013

We like to believe that because we play games we understand how players think. This filters into every aspect of game development – imagining how players will react to seeing this, hearing that, being here…

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Posted in The Saturday Papers

SketchUp, 3D Warehouse and Unity

Authored by Mike updated July 5, 2013

As I wrote earlier this month, I’m now working on a Unity-powered version of ANGELINA. One of the common themes in the silly things I’ve coded up, as well as a lot of other computationally…

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Posted in How I Did Something

ANGELINA At Goldsmiths

Authored by Mike updated July 1, 2013

Earlier in the year, I helped my supervisor write an application for funding that would let me work on ANGELINA beyond my PhD funding end date (which was this October). We learned a couple of…

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Posted in Progress Updates, Research

Nobody’s A Critic – ICCC 2013 Talk

Authored by Mike updated June 25, 2013

Conference talks are a really great way to communicate about your work. You get sound and vision, you can talk naturally about what’s on screen, and the time limit means you don’t go into laborious…

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Posted in Talks, Video

The Saturday Paper: Words, Sounds and Pegasi

Authored by Mike updated June 22, 2013

One of the most wonderful things about videogames is how they bring together different mediums into one collective effort. Art, music, writing, design as well as programming itself are all hugely creative endeavours in their…

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Posted in The Saturday Papers

Adam Smith @ Goldsmiths

Authored by Mike updated June 17, 2013

If you’re coming to this morning’s seminar, where Adam Smith is talking about his research into game design and artificial intelligence – we’re in Room 305 of the New Academic Building. Find the building here!…

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Posted in Talks

The Saturday Paper: Goldilocks And The Three Puzzles

Authored by Mike updated June 8, 2013

A puzzle, yesterday. With thanks to Gunpoint. Most procedural generators have it pretty easy. Generation techniques for content like dungeon layouts or 3D worlds can’t really fail – they proceed very steadily, laying down content…

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Posted in The Saturday Papers

The Saturday Paper: Use NEW IDEA On GENRE

Authored by Mike updated May 25, 2013

Puzzles in videogames, especially point-and-click adventures, are strange things. Mysteries and puzzles in movies are all about ingenuity, wits and thinking outside of the box. In games, though, they’re about working out what the designer…

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Posted in The Saturday Papers

The Saturday Paper: Dungeon Feng Shui

Authored by Mike updated May 11, 2013

Level design is a tricky business. As you creep around Dunwall or drive through Liberty City, you’re influenced by the architecture, the passageways, the placement of other characters and the location of treasure. Handcrafted levels…

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Posted in The Saturday Papers

Play Games, Help Science #1 – Georgia Tech

Authored by Mike updated May 6, 2013

  Doing science with videogames is all well and good, but the only way to know if you’re doing it right is to get real people in front of what you’ve made, and get them…

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Posted in Play Games Help Science

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