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Developing an AI that can automatically design videogames

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ANGELINA Next

Authored by Mike updated July 31, 2017July 4, 2018

Seven years ago I started this site to write about ANGELINA, software I was making that could design its own videogames. The first games it made were simple arcade games with coloured circles that moved…

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Posted in ANGELINA, Research

Prayer for the Solstice

Authored by Mike updated February 22, 2017February 23, 2017

In the summer of 2005 a herd of twenty-three driverless cars barrelled across the Nevada desert, watched by scientists, engineers and nervous representatives of military funding agencies. Several hours later the first car crossed the…

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Posted in Science, Soapbox

The First Draft – DOTA 2 & EXAG

Authored by Mike updated October 8, 2016

This week is AIIDE, a big academic conference all about AI and games. For the last few years I’ve co-organised a workshop called EXAG along with Alex Zook and Antonios Liapis, and this weekend it’ll…

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Posted in Research

Some Talks, Some Generators

Authored by Mike updated October 4, 2016

We are slap-bang in the middle of my busiest time of year right now, with PROCJAM coming up in the next month, conferences happening, grant deadlines, book deadlines, and lots more. I wanted to slip…

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Posted in Events, Releases, Talks

Alien Languages: How We Talk About Procedural Generation

Authored by Mike updated August 18, 2016

This is the first in a short series of posts about No Man’s Sky and the future of procedural generation. Procedural generation has been around for a long, long time now. We are approaching the 40th…

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Posted in Games, Theory

Welcome To EXAG 2016

Authored by Mike updated June 6, 2016

I like it when great games research (and researchers) get seen by more people, and one of my favourite groups to show this stuff to are indie developers. I’ve poked and prodded at a variety…

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Posted in Events

@botsburgers – How It Works

Authored by Mike updated April 13, 2016

Last weekend I attended Bot Summit where I saw an incredible array of talks (watch them all here!) Every talk is affecting in its own way, but today I want to mention Martin O’Leary‘s talk which…

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Posted in How I Did Something, Twitter Bots

The Saturday Papers – The Next Top Model

Authored by Mike updated April 2, 2016

As game developers, we’re tempted (if not outright encouraged) to code first and think later. There’s lots of good reasons for this – games are big projects, and feeling out a game’s mechanics through play…

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Posted in The Saturday Papers, TSP Season 2

The Saturday Papers – Express Yourself

Authored by Mike updated March 19, 2016

Procedural generation is getting broader and deeper in games every passing month. While more and more genres are finding ways to generate parts of their play space, familiar faces are finding innovative applications for generative…

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Posted in The Saturday Papers, TSP Season 2

Introducing Danesh (Part 1!)

Authored by Mike updated February 10, 2016

Over the last few years I’ve talked to a lot of people about procedural generation. Researchers who are interested in pushing boundaries. Developers who just wish the damn thing would work. Newcomers who wish there…

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Posted in Danesh

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