MARY KATE MALONE Just Like It

Total Page:16

File Type:pdf, Size:1020Kb

MARY KATE MALONE Just Like It / ^ V THE O b s e r v e r The Independent Newspaper Serving Notre Dame and Saint Marys OLUME 40 : ISSUE 26 TUESDAY, SEPTEMBER 27, 2005 NDSMCOBSERVER.COM Freshmen adjust to honor code, challenges First year students often First Year of Studies overlook Honor Code program offers guidance By JO E PIARULLI By PETER N IN N EM A N News Writer News Writer Despite its often-emphasized Notre Dame’s First Year of importance and the severe conse- Studies (FYSI program is meant to qnonces that can accompany its vio­ be a guiding force for freshmen, lation, the Academic Code of Honor the University’s attempt to stabi­ is something many freshmen over­ lize the potentially unstable. look during their transition to Notre While some freshmen are taking Dame — a problem the University is full advantage of the resources, working to address, officials said. others are unaware of their exis­ Vice president and associate tence or skeptical of their bene­ provost Dennis Jacobs, co-chair of fits. the University Code of Honor The FYS Learning Resource Committee, said freshmen especial­ Center (I RC) provides small-group ly must take the Honor Code seri­ workshops and individual appoint­ ously. ments to help students learn bet­ “The vast majority of students ter strategies for studying and found responsible for Honor Code adjusting to the academic life at violations at Notre Dame are first- Notre Dame. Help topics include year students or sophomores,” he time management, test prepara­ said. tion, efficient reading and getting Left, a student speaks with a secretary at the First Year of Studies office. Right, see CODE/page 4 students study together in the first floor Coleman-Morse lounge. see FYS/page 9 Married students find University experience fulfilling and have breakfast together. I By MARY KATE MALONE just like it. It’s made me feel News Writer very happy.” Married couples like the They seem like the typical Dreyfusses are uncommon Notre Dame couple. She’s a among Notre Dame under­ sophomore; he’s a graduate graduates, but wedding student. They go to Student engagements between seniors Union Board movies on Friday tend to peak as graduation nights, study at the library nears. together and cheer with the Marriages are far more com­ best of them at Notre Dame mon among graduate students, football games. said Elly Brenner, an assistant The only difference? They do rector at University Village it all with wedding rings on and Gripe Road Apartments. their fingers. Brenner said there are only Andrea, 2 1, and Andrew one or two undergraduate Drey fuss, 26, are newlyweds. couples living in those resi­ The couple was married in dences. The rest of the close to , COM August and live as husband 100 couples are graduate stu­ and wife in a house on dents. Napoleon Street. The complexes cater to spe­ “It’s so nice to have someone cific cases. University Village to share everything with,” is designed for students mar­ Andrea Dreyfuss said. “It’s ried with children, while Cripe ALLISON AMBROSE/The Observer nice to wake up with some­ Andrew Dreyfuss, left, and his wife, Andrea, were married in August. Despite the demands of body and sleep with somebody see MARRIED/page 6 schoolwork, the couple manages to make time for their marriage. Notre Dame junior spins to success on popular game show Angeles on Sept. 15 and will was pretty confident.” By JOE PIARULLI air Oct. 25. The day of filming Unlike some other contest­ News Writer started at 6 a.m. for Fetta. ants, Fetta was not at all She and about 25 other col­ nervous before going on It may have been the luck of lege students went through stage. the Irish that landed Badin make-up and hair sessions “I was just antsy. They try Hall junior Lisa Fetta a spot and hours of practice. to touch you up every two on Wheel of Fortune, but her They also filmed several seconds. I just wanted to play ensuing $11,060 in winnings commercials, including pro­ the game,” she said. “Some had more to do with skill. motions for local channels girls were shaking, one girl The wheel itself wasn’t and a commercial for Ford. threw up. I was more nervous exactly a lucky charm for the Fetta’s father, brother and during the audition.” political science and engi­ two younger sisters met her Fetta said she was pleasant­ neering major. She spun five in Los Angeles to cheer her ly surprised this past summer lose-a-turns or bankrupts but on. when she received an e-mail took second place against stu­ “My family all thought I granting her a private audi­ dents from Indiana and would win a lot of money,” tion in Chicago. She was in ALLISON AMBROSE/The Observer Kansas as part of Wheel of Fetta said. “My brother Philadelphia at the time for a Lisa Fetta won $11,060 on Wheel of Fortune as part of the Fortune’s College Road Trip. missed school and flew from game show’s College Road Trip series. The show was filmed in Los Dayton [Ohio]. They knew I see FORTUNE/page 9 page 2 The Observer ♦ PAGE 2 Tuesday, September 27, 2005 Inside C olumn Question of the Day: If you could compete on a game show ; which one would it be? Greatest hits When Aerosmith lead singer Steven Tyler first saw the Stanley Cup in person, he couldn’t help but be amazed at its Matt Mattare Jeff Hausfield Joe Garlock Matt Plaska Andrea Lee Marcus Jackson pedigree, quipping, “This is the only thing that has seen more parties than sophomore sophomore junior junior senior senior us.” O’Neill O'AW f off-campus Keough off-campus Fisher The National Kyle Cassily Hockey League’s ________________ g lorified drinking “Most Extreme “American “Legends of the “The Price is “Blind D ate... “What is cup, first awarded Sports Writer Elimination Gladiators, so I Llidden Temple, Right, because unless I get set Jeopardy? No, by Canada’s gover­ Challenge, can get in because Kirk Bob Barker up with a guy really?” nor-general Lord Stanley in 1892 to the country’s top no pain, shape for Fogg is my rocks my like this. ” hockey team, has been handed out all no gain ... hero ." world. ” but two years in its lifetime. except at broomball. ” The first absence came in 1919 when the Spanish flu epidemic made it impos­ Farley!” sible for the top two NHL teams to field an entire team; the llu even killed the contending Montreal Canadians’ captain “Bad” Joe Hall. The second, regrettably, came about from less dire conditions in 2004-05 with an owner-induced lockout. Many supposed pundits labeled the In B rief eventual season-long lockout the demise of what had been a league already in Oncsimo Almeida, professor decline. They threw the NHL and its of Portuguese and Brazilian iconic trophy onto the dirty jersey pile in Studies at Brown University, will the corner of the national sports scene give a lecture titled “Language locker room. — A post Colonial Tool?” today Hockey was soon forgotten in the at 12:30 p.m. in C-103 national consciousness; the Cup left dry Hesburgh Center. of ice shavings and champagne. The memory of national unity forged There will be a Post-Graduate by the 1980 ‘Miracle on Ice’ upset over Service Fair Wednesday from 5 the invincible Red Army was lost in a to 8 p.m. in the Stepan Center. sense of apathy for the sport. More than 50 domestic and While the analysts were busy bashing international organizations will the greediness of the players and the be represented. stubbornness of the owners, the images of Bobby Orr’s Cup-winning goal, Wednesday’s Margaritaville stretched in a Superman pose, teeth event for seniors has been can­ beaming, were filed away in a cabinet celled. few bothered to check. Wayne Gretzky’s 92 goals in 1981-82, The m en’s soccer team will a single season record comparable only face Bradley University with Chamberlain’s 50.4 average points Wednesday at 7 p.m. on Alumni per game for the 1962 season, Field. DiMaggio’s 56-game hit streak and Gretzky’s own 215 point season in 1985- The film “La Cueca Sola,” 86 , is incredible when a 50 goal scorer is directed by Chilean director labeled one of the best in the league, but SOFIA BALLON/The Observer Marilu Mallet, will be shown is rarely mentioned in ‘Best Of...” compi­ Sophomore Tom Blanchette rubs Vaseline on his torso before lighting himself on fire Wednesday at 8 p.m. in the lations anymore. in Farley’s “What Would You Do for Purdue Tickets?” event Monday. Hesburgh Center Auditorium. It And who could forgot Super Mario is the second in the series Lemieux’s performance in the 1995-96 “Women Make Movies: a Latin season that led to his capture of the Hart American Perspective” spon­ Trophy, the hardware awarded to the O ffbeat sored by the Kellogg Institute. season MVP, less than a year after he overcame the crippling effects of Reindeer injures old, her son on a mobile Watcharaphong Khae- University President Hodgkin’s Disease? Well, evidently the Finnish couple phone, Kittila fire chief wka, a 21-year-old office Emeritus Father Edward majority of the sports world could, no HELSINKI, Finland — A Jorma Ojala said. The son worker, filed a complaint Malloy will sign copies of his problem. reindeer injured an elder­ alerted rescue workers with police saying that the new book, “Monk’s Notre Now with the NHL’s return, many can­ ly couple in the wilds of who arrived in helicopters two men put a knife to his D am e” from 4 to 6 p.m.
Recommended publications
  • MARVELOUS Company Profile-2019-ENG.Indd
    President Shuichi Motoda 2 MARVELOUS COMPANY PROFILE For games, video, music and stage. Excitement has no borders. After food, clothing and shelter comes fun. To have fun is to live. The more we keep our hearts entertained, the more fulfilling our lives will be. Marvelous Inc. is an all-round entertainment company that produces fun. We create interesting and original intellectual property (IP) for games, video, music and stage. Leveraging our strength in “multi-content, multi-use and multi-device,” we transcend changes in the times to consistently create fresh entertainment. We strive to deliver wonder and excitement never seen before to the people of the world. Before you know it, we will be one of Japan’s leading content providers. And we will be an entertainment company that offers a multitude of challenges and thrills and leaves people wondering, “What’s coming next from this company?” Personally, I’m really looking forward to what lies ahead at Marvelous. President Shuichi Motoda MARVELOUS COMPANY PROFILE 3 In the Online Game Business, we are engaged in the planning, development, and operation of online games for App Store, Google Play, and SNS platforms. In order to provide the rapidly evolving online game market quickly and consistently with ONLINE GAME buzz-worthy content, we are engaged in proactive development efforts through alliances with other IPs in addition to our own. By promoting multi-use of original IP produced by Marvelous Delivering buzz-worthy content and and multi-device compatibility of products for PC, mobile, expanding the number of users smartphone, tablet and other devices, we work to diversify worldwide revenue streams.
    [Show full text]
  • PROCEDURAL CONTENT GENERATION for GAME DESIGNERS a Dissertation
    UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design...................................................................................................
    [Show full text]
  • Using Trade Dress to Protect the Look and Feel of Video Games
    THE JOHN MARSHALL REVIEW OF INTELLECTUAL PROPERTY LAW TRYING ON TRADE DRESS: USING TRADE DRESS TO PROTECT THE LOOK AND FEEL OF VIDEO GAMES BENJAMIN C.R. LOCKYER ABSTRACT With the creation of video games for smart phones, video games are some of the most accessible forms of entertainment on the market. What was once only an attraction inside the designated location of arcade halls, is now within the grip of nearly every smart phone user. With new game apps for smart phones going viral on a regular basis, the video game industry has become one of the most profitable in the entertainment realm. However, the industry's overall success has also led to increased competition amongst game developers. As a result, competing developers create near exact copies of highly successful video games called clones. By copying non-copyrightable elements, clone developers can create confusingly similar video games. This comment examines the creation of clone video games and how their developers avoid copyright infringement by exploiting scènes à faire and the merger doctrine. The exploitation of copyright law for video game developers could be combated by trademark law. By using the Lanham Act's protection for trade dress, non-copyrightable elements that identify popular games may be protected. By seeking trade dress protection against clones, game developers can sustain the value of their investment in gaming apps, while also minimizing the issue of consumer confusion. Copyright © 2017 The John Marshall Law School Cite as Benjamin C.R. Lockyer, Trying on Trade Dress: Using Trade Dress to Protect the Look and Feel of Video Games, 17 J.
    [Show full text]
  • AQ INTERACTIVE Inc
    AQ INTERACTIVE Inc. Business Results for the Third Quarter of Fiscal Year Ending March 2011 February 17 , 2011 Company Profile (As of December 31, 2010) Company : AQ INTERACTIVE Inc. Address : Hitachi Solutions Tower B, 4-12-6 Higashi-Shinagawa, Shinagawa-ku, To kyo 140-0002 Japan Founded : March 1, 2000 Capital Stock : ¥3.2 Billion President & CEO : Shuichi Motoda Fiscal Year Month : March No. of Shares Issued : 54,495 Shares Number of Employees : 329 (Consolidated) Business Description : Planning, developing and marketing/sales of game software URL : http://www.aqi.co.jp 6 Consolidated Subsidiaries: ARTOON Co.,Ltd., cavia inc., feelplus Inc., XSEED JKS, INC., MICRO CABIN INC.,* LINKTHINK INC. *As of the fourth quarter, MICROCABIN CORP. is no longer a consolidated subsidiary due to a stock transfer made in January 14, 2011. 2 Corporate History Founded in March 2000 Corporate Name Changes in October 2005 cavia inc. (currently AQ INTERACTIVE Inc.) AQ INTERACTIVE Inc. ※1 Acquired as a wholly owned subsidiary and renamed in June 2005 Founded in May 1992 ※1 feelplus Inc. Acquired as a consolidated subsidiary in September 2002 ※2 Acquired as a wholly owned subsidiary in June 2005 Foun de d in Augus t 1999 ※2 ARTOON Co.,Ltd. Acquired as a wholly owned subsidiary in May 2004 ※ 3 Launched as a wholly owned subsidiary in October 2005 ※3 cavia inc. (new) ※ 4 Additional shares acquired in May 2009 Founded in August 2004 ※4 XSEED JKS , INC . Acquired as a consolidated subsidiary in June 2007 ※5 Acquired as a wholly owned subsidiary in May 2008 Founded in November 1982 ※5 MICRO CABIN INC.
    [Show full text]
  • Brochure2106e.Pdf
    President Shuichi Motoda 2 MARVELOUS COMPANY PROFILE For games, video, music and stage. Excitement has no borders. After food, clothing and shelter comes fun. To have fun is to live. The more we keep our hearts entertained, the more fulfilling our lives will be. Marvelous Inc. is an all-round entertainment company that produces fun. We create interesting and original intellectual property (IP) for games, video, music and stage. Leveraging our strength in “multi-content, multi-use and multi-device,” we transcend changes in the times to consistently create fresh entertainment. We strive to deliver wonder and excitement never seen before to the people of the world. Before you know it, we will be one of Japan’s leading content providers. And we will be an entertainment company that offers a multitude of challenges and thrills and leaves people wondering, “What’s coming next from this company?” Personally, I’m really looking forward to what lies ahead at Marvelous. President Shuichi Motoda MARVELOUS COMPANY PROFILE 3 Comprehensive entertainment company NE GAM NLI E that produce O multi-content "Various entertainment contents" in multi-use Various entertainment "Various business areas" for contents Various business areas "Various devices" C L O A N U S Managing policy S U I V Creating new entertainment M & E to provide R IO G “ Wonder ”and“ Excitement ” A multi-device D M AU to the world E Various devices 4 MARVELOUS COMPANY PROFILE In the Online Game Business, we are engaged in the planning, development, and operation of online games for App Store, Google Play, and SNS platforms.
    [Show full text]
  • G Gam Me Spa Ace E
    Gamespace Plaay & Architecture in Videoogames Georgia Leigh McGregor Doctor of Philosophy School of Media Arts, University of New South Wales 2009 ii Abstract Videogames are created for play. In videogames play takes place in an artificially constructed environment – in gamespace. Gameplay occurs in gamespace. To understand videogames, it is essential to understand how their spaces are implicated in play. This thesis asks what are the relationships between play and space in videogames? This thesis examines the relationships between space and play by looking at how architecture is constructed in gamespace and by looking at gamespace as an architectonic construct. In short, this thesis examines the architecture in and of gamespace. The relationships between space and play in videogames are examined by looking at the structure of gamespace, by looking at the differences between real space and gamespace and by analysing architectural and spatial functionality. This thesis discovers a series of important relationships between space and play, arguing that gamespace is used to create, manipulate and control gameplay, while gameplay dictates and influences the construction of gamespace. Particular forms of play call for particular constructions of gamespace. Particular types of gamespace construct play in particular ways. This thesis identifies a number of ways in which gamespace is configured for play. Finally this thesis operates as a conceptual framework for understanding gamespace and architecture in videogames. iii Contents Abstract ii Acknowledgements
    [Show full text]
  • Final Fantasy Vii (1997): It’S Never Final in the World of Fantasy
    Like what you see? Buy the book at the Focal Bookstore Vintage Games Bill Loguidice and Matt Barton ISBN 978-0-240-81146-8 7 FINAL FANTASY VII (1997): IT’S NEVER FINAL IN THE WORLD OF FANTASY For countless gamers in the United States and Japan, the Final Fantasy series are more than just games—they’re the games. Just hearing the word “Chocobo” or “Moogle”1 is enough to tickle the thumbs of dedicated fans all over the world. Indeed, few video- game franchises in the history of the industry have enjoyed the popularity, longevity, and high acclaim of Hironobu Sakaguchi’s epic series. The fi rst Final Fantasy , developed during a fi nancial crisis at Square, not only rescued the company but soon became Final Fantasy VII offered an immense area to explore, including populated towns where players could buy equipment, talk to the locals, and advance the plot. The red triangles indicate possible exits, and the white glove makes it easier to spot the main character. 1 Not to be confused with J. K. Rowling’s word “Muggle,” meaning a person not born in a magical world and lacking any sort of magical ability, in the 1997 U.K. book Harry Potter and the Philosopher’s Stone . 77 78 Chapter 7 FINAL FANTASY VII (1997): IT’S NEVER FINAL IN THE WORLD OF FANTASY a defi nitive console role-playing game—a reputation the series continues to enjoy. Because the series is much too lengthy and complex to cover adequately in a single chapter, we’ve decided to focus here on Final Fantasy VII.
    [Show full text]
  • The History of Sonic the Hedgehog Free
    FREE THE HISTORY OF SONIC THE HEDGEHOG PDF William Audureau,Marc Petronille,Sega | 300 pages | 21 Jan 2014 | Udon Entertainment Corp | 9781926778969 | English | Richmond Hill, United States Sonic the Hedgehog (TV series) - Wikipedia Mario, a veritable cockroach in all the right ways, was the lone survivor of this merciless culling. Speaking of Sonic games, BOY have there been a lot of them. With over 70 Sonic titles making their way into the wild, the spikey-haired speedster has starred in everything from spin-offs, to ports, fan-made ROMs, collaborative games, classic compilations and even obscure arcade-made titles. Right now, Sonic seems to have gotten his breath back for another mini burst of success, with the hope of being able to run the distance this time — not just the speed. The first Sonic game launched inand it was a success right off the blocks. A few different animal designs were drawn up, but as The History of Sonic the Hedgehog game engine was tweaked, the focus shifted towards animals who were fast. Kangaroos and The History of Sonic the Hedgehog were rejected, with the first big idea a rabbit who could grab items with its ears. Taking on the House Of Mouse The History of Sonic the Hedgehog a lofty ambition, but Sonic got as far as anybody could reasonably expect. The inspirations for Sonic go even further though. The reason? In complete and utter seriousness, the reason was Santa Claus. Ohshima thought The History of Sonic the Hedgehog was the most famous character in the world, so to him, jolly old Saint Nick was the natural choice.
    [Show full text]
  • Game Developer
    INTERVIEW: NIGHTS CREATOR NAOTO OHSHIMA VOL16NO10NOVEMBER2009 THE LEADING GAME INDUSTRY MAGAZINE 0911gd_cover_vljf_REV.indd 1 10/21/09 11:22:16 AM POSTMORTEM CONTENTS.1109 22 5TH CELL'S SCRIBBLENAUTS VOLUME 16 NUMBER 10 SCRIBBLENAUTS is a pie-in-the-sky concept come to life, and there's a lot for developer 5th Cell to be proud of. Plus, in a game where the object is to write anything and have it come to life on the screen, what could go wrong? A whole lot, of course—from QA to localization DEPARTMENTS to controls, all facts are laid bare. By Joseph M. Tringali 2 GAME PLAN By Brandon Sheffield [EDITORIAL] To Be Continued FEATURES 4 HEADS UP DISPLAY [NEWS] 7 GAMING IN THE CLOUD Good Old Designs, Sense of Wonder Night 2009, and more. Companies like OnLive and Gaikai are promising the gaming world on a platter with cloud computing-supported game services. But 34 TOOL BOX By Zoltan Erdokovy and Bijan Forutanpour [REVIEW] how viable is it, really? Programmer Jake Cannell takes a look at the Luxology's Modo 401, and Real Time Cameras book technical and financial logistics behind this emerging space. By Jake Cannell 38 THE INNER PRODUCT By Mick West [PROGRAMMING] Jump To It 13 THE GAME DEVELOPER 50 In concert with our advisory board, we've highlighted 50 important 42 PIXEL PUSHER By Steve Theodore [ART] achievements of the last year-or-so, and associated them with specific Most Likely to Succeed persons in order to acknowledge individual work. It's no easy feat to distill the work of many into a few names, but we attempted it here.
    [Show full text]
  • En Videojuegos 2D
    MOVIMIENTO Y JUGABILIDAD ARTICULACIÓN ESPACIAL EN VIDEOJUEGOS 2D TFG 2017 MARIANO JAVIER DORADO MELARA Título: MOVIMIENTO Y JUGABILIDAD. ARTICULACIÓN ESPACIAL EN VIDEOJUEGOS 2D. MARIANO JAVIER DORADO MELARA Tutor: ÁNGEL MARTÍNEZ DÍAZ Aula 4 TFG / Otoño 2017-18 / 16-1-2018 Coordinador: Jorge Sainz Avia Escuela Técnica Superior de Arquitectura (ETSAM) MOVIMIENTO Y JUGABILIDAD ARTICULACIÓN ESPACIAL EN VIDEOJUEGOS 2D TFG OTOÑO 2017 ALUMNO MARIANO JAVIER DORADO MELARA PROFESOR TUTOR Á NGEL M ARTÍNEZ D ÍAZ ESCUELA TÉCNICA SUPERIOR DE ARQUITECTURA UNIVERSIDAD POLITÉCNICA DE MADRID resumen y palabras clave Resumen: La presente investigación se centra en el estudio de la articulación es- pacial y del movimiento dentro de los videojuegos bidimensionales, cuyas limitaciones a nivel de desplazamiento afectan de manera gene- ral a la experiencia del jugador. Este estudio se aplicará en todos aquellos juegos cuyos diseños espa- ciales supongan un reto para el jugador y cuya interacción con estos sea mayor (mediante un avatar). Partimos de una serie de investiga- ciones que nos permiten entender los espacios de videojuegos desde diferentes perspectivas, ya sea su uso, las dimensiones representadas o la dimensionalidad de su gameplay. Sin embargo, no se ha estudia- do de manera concreta el modo de desplazarse por ellos, por lo que partiendo de estos datos espaciales y su cruce (comparando más de 80 juegos), se han recopilado una serie de patrones de movimiento bien diferenciados. Centrándonos en aquellos modelos aplicados en juegos de naturaleza gráfica 2D, se han analizado pormenorizadamente una serie de casos de estudio mediante unos ítems de análisis englobados en tres aspec- tos diferenciados: espacio (construcción y estructura de entornos vir- tuales), movimiento (desplazamientos y acciones) y jugabilidad (ex- periencias del propio jugador).
    [Show full text]
  • Procedural Content Generation for Game Designers
    UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design...................................................................................................
    [Show full text]
  • Launchpad: a Rhythm-Based Level Generator for 2-D Platformers
    IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 3, NO. 1, MARCH 2011 1 Launchpad: A Rhythm-Based Level Generator for 2-D Platformers Gillian Smith, Student Member, IEEE, Jim Whitehead, Senior Member, IEEE,Michael Mateas, Mike Treanor, Jameka March, and Mee Cha Abstract—Launchpad is an autonomous level generatorthatis facing complications from more sophisticated game mechanics based on a formal model of 2-D platformer level design. Levels are or narrative elements. built out of small segments called “rhythm groups,” which are gen- A key underlying idea for 2-D platformer level design,in erated using a two-tiered, grammar-based approach. These seg- ments are pieced together into complete levels that are then rated particular those that focus on dexterity-based challenges, is according to a set of design heuristics. Generation can be controlled a notion of rhythm and the timing and repetition of distinct usingasetofparametersthatinfluence the level pacing and geom- user actions [4]–[6]. Players strive to navigate complicated etry. The approach minimizes the amount of content that must be playfields full of obstacles and collectible items. Manually de- manually authored: instead of piecing together large segments of a signed levels frequently contain a series of challenging jumps level, Launchpad uses base components that are commonly found in a number of 2-D platformers. Launchpad produces an impres- that must be perfectly timed. The level generator presented in sive variety of levels which are all guaranteed to be playable. this paper, called Launchpad, realizes this theory of level de- sign. In order to capture the importance of rhythm, the level Index Terms—Artificial intelligence, games, level design, multi- level grammars, procedural content generation.
    [Show full text]