Enhancing Automatic Level Generation for Platform Videogames
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LEGO® Sonic Mania™: from Idea to Retail Set
LEGO® Sonic Mania™: From Idea to Retail Set Sam Johnson’s first reaction when he saw that the LEGO Group may be designing a new set based on SEGA’s® beloved Sonic the Hedgehog™ was elation, that was followed quickly by a sense of dread. “The first game I had was Sonic the Hedgehog,” said Johnson, who is the design manager on the LEGO Ideas® line. “So immediately that kind of childhood connection kicks in and you have all these nostalgic feelings of, 'I really hope this goes through and I really want to be a part of it if it does.’ And then I had this dread of, ‘Well, how are we going to make Sonic?" Earlier this month, the LEGO Group announced it was in the process of creating a Sonic the Hedgehog set based on a concept designed by 24-year-old UK LEGO® superfan Viv Grannell. Her creation was submitted through the LEGO Ideas platform where it received 10,000 votes of support from LEGO fans. The next step was the LEGO Group reviewing her project among the many others that make it past that initial hurdle to see if it should be put into production. Johnson said he found Grannell’s build charming. “It’s so much in the vein of the actual video game itself which has this kind of colorful charm to it,” he said. “And it's not over complicated, which I really loved. Sonic has this real geometric design to it where the landscape is very stripey and you have these like square patterns on it. -
Development of a Finite Runner Mobile Game Bachelor's Thesis | Abstract
Bachelor's Thesis Information Technology Software Business 2015 Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME BACHELOR'S THESIS | ABSTRACT TURKU UNIVERSITY OF APPLIED SCIENCES Information Technology | Software Business 2015 | 41 Tiina Ferm Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME The purpose of this thesis was to examine the process of developing a finite runner game. The game was developed for an indie game development company called FakeFish to answer their need of a product that can be easily showcased and used as a reference point of what the company is capable of in a limited amount of time. The theoretical section of the thesis focused on the game’s concept, the endless runner genre’s characteristics and history, tools used, potential publishing platforms and the challenges of publishing in the segregated markets of the east and west. The empirical section of the thesis consisted of the game’s main programmed features, ad-based monetization, the interconnectivity of the level design and difficulty as well as building to a platform. Unity was chosen as the development platform due to it having low royalty fees, a big developer community and FakeFish’s previous experience with the Unity game engine. The game’s publishing in the future will happen in the western world only as publishing in Asia is a complicated and expensive process that FakeFish is not yet ready to undergo. The publishing channel for the game is going to be Google Play and the operating system Android as these match the game’s planned monetization model and performance requirements the best. -
Super Smash Bros. Melee) X25 - Battlefield Ver
BATTLEFIELD X04 - Battlefield T02 - Menu (Super Smash Bros. Melee) X25 - Battlefield Ver. 2 W21 - Battlefield (Melee) W23 - Multi-Man Melee 1 (Melee) FINAL DESTINATION X05 - Final Destination T01 - Credits (Super Smash Bros.) T03 - Multi Man Melee 2 (Melee) W25 - Final Destination (Melee) W31 - Giga Bowser (Melee) DELFINO'S SECRET A13 - Delfino's Secret A07 - Title / Ending (Super Mario World) A08 - Main Theme (New Super Mario Bros.) A14 - Ricco Harbor A15 - Main Theme (Super Mario 64) Luigi's Mansion A09 - Luigi's Mansion Theme A06 - Castle / Boss Fortress (Super Mario World / SMB3) A05 - Airship Theme (Super Mario Bros. 3) Q10 - Tetris: Type A Q11 - Tetris: Type B Metal Cavern 1-1 A01 - Metal Mario (Super Smash Bros.) A16 - Ground Theme 2 (Super Mario Bros.) A10 - Metal Cavern by MG3 1-2 A02 - Underground Theme (Super Mario Bros.) A03 - Underwater Theme (Super Mario Bros.) A04 - Underground Theme (Super Mario Land) Bowser's Castle A20 - Bowser's Castle Ver. M A21 - Luigi Circuit A22 - Waluigi Pinball A23 - Rainbow Road R05 - Mario Tennis/Mario Golf R14 - Excite Truck Q09 - Title (3D Hot Rally) RUMBLE FALLS B01 - Jungle Level Ver.2 B08 - Jungle Level B05 - King K. Rool / Ship Deck 2 B06 - Bramble Blast B07 - Battle for Storm Hill B10 - DK Jungle 1 Theme (Barrel Blast) B02 - The Map Page / Bonus Level Hyrule Castle (N64) C02 - Main Theme (The Legend of Zelda) C09 - Ocarina of Time Medley C01 - Title (The Legend of Zelda) C04 - The Dark World C05 - Hidden Mountain & Forest C08 - Hyrule Field Theme C17 - Main Theme (Twilight Princess) C18 - Hyrule Castle (Super Smash Bros.) C19 - Midna's Lament PIRATE SHIP C15 - Dragon Roost Island C16 - The Great Sea C07 - Tal Tal Heights C10 - Song of Storms C13 - Gerudo Valley C11 - Molgera Battle C12 - Village of the Blue Maiden C14 - Termina Field NORFAIR D01 - Main Theme (Metroid) D03 - Ending (Metroid) D02 - Norfair D05 - Theme of Samus Aran, Space Warrior R12 - Battle Scene / Final Boss (Golden Sun) R07 - Marionation Gear FRIGATE ORPHEON D04 - Vs. -
Game Design Test
Game Design Test GAME DESIGN TEST IPHONE GAMES PROFILE Name: Thomas Grové Rate your design experience in the following fields: Platform games Sports games Racing games Puzzle games Action Adventure Fighting Are you familiar with game prototyping tools? Yes Which ones? Unity, Flash, Paper (actual paper and other physical props) Rate your knowledge of these tools: Unity Flash Paper FAVOURITE GAMES List the gaming devices you own or have played a lot (from most recent to oldest): iPad, Android Phone, iPod Touch, Web, Playstation 3, XBox 360, OSX Mac, PSP, DS Lite, DS, GameCube, GBA SP, Playstation 2, Playstation 1, DOS/Windows PC, TurboGrafx 16 (PC Engine), NES, Apple II Name three AAA games of the past 2 years you have personally enjoyed from a game-design perspective. The games can be of any genre, and on any hardware (iPhone / console / PC / mobile ). Indicate their sales figures and/or ranking when available. Vanquish (3rd Person Shooter, PS3, 84 Metacritic) Bayonetta (Action Adventure, XBOX 360, 90 Metacritic) Valkyria Chronicles (Hybrid Tactics/3rd Person Shooter, PS3, 86 Metacritic) My Current Top 3 iOS Games (Though Not Necessarily AAA): Color Bind (Puzzle, #16 in Strategy Games on Oct 3, 2010), Guerrilla Bob (Top Down Shooter, #2 in Adventure Games on Jan 8, 2011) Angry Birds (Physics Puzzle, #1 in Top Apps on Feb 23, 2011) Data from http://www.topappcharts.com/ candidate: Thomas Grové - Page 1/21 Game Design Test Part one: game analysis Select one of the three games you’ve just listed. Game chosen: Valkyria Chronicles Valkyria Chronicles was released more than two years ago but I only began playing it about a year ago and think it will be a more interesting example to draw from than my other listed games. -
Téléchargement Des Fangames
Mangatd 2014 act 2 Téléchargement des fangames Sonic the Hedgehog 3D (même version qu'à l'act 1 ! -_-') : http://gamejolt.com/games/sonic-the-hedgehog-3d/download-distribution/22644/? os=windows Windows, Mac, Linux, et OST : http://gamejolt.com/games/platformer/sonic-the-hedgehog-3d/13798/ https://www.mediafire.com/?ph2v7wo13yw2s54 Sonic MAX : Mirror 1(MEGA) Mirror 2(Dropbox) Mirror 3(Google Drive) * * Click”File > Download” to download the zip. Sonic Time Twisted : Download (Mediafire) Download (Mega.co.nz) Spark the Electric Jester : http://www.mediafire.com/download/8dxk1eym3oawse3/Spark_the_electric_jester_DEMO _v0.2.rar Sonic Mega Drive : Demo download 1 Demo download 2 Demo download 3 Mangatd SonicGDK SonicGDK : SOURCE CODE — 1.20.072 — 24/Jul/2014 — (requires UDK July 2013) SonicGDK Test Map, by Xaklse Packaged Release 9 (2014) Download (Win) | Download (Mac) Sonic Souls, by Doky 1.5 (2014) Video | Download | Webpage Sonic Lost Adventure, by Highwire 1.2 (2014) Video | Download | Webpage Sonic Incursion, by Ell678 Alpha 1 (2014) Video | Download Blue Sphere Madness, by Xaklse Release 1 (2014) Download Green Hill Paradise, by SuperSonic68 & TheActualKK Beta 1 (2012) Video | Download Project AXSX, by Andrew75, Xaklse & Skarik Release 02 (2012) Video | Download | Website Green Hill Zone 2.5D, by Andrew75, Xaklse & Skarik Release 11 (2012) Video | Download Forgotten Ruin Zone, by Ell678 Unreleased Video Barren Mountains, by SonicKM Unreleased Video Iron Cave, by Zeduardo35 Unreleased Video Mangatd Kingdom Valley, by Chishado Unreleased Video Sonic World Remix http://www.mediafire.com/download/0in50qffumpebr4/UDKInstall-SonicWorldRe.exe Sonic Adventure Emerald : YoYo games Mediafire Sonic vs Darkness – True Nightmare Revived : http://www.mediafire.com/download/jl7a73l7ybt0n0x/Sonic_vs_Darkness_T.N.R._ %5BSAGE_Demo%5D.zip < < < SOUNDTRACK > > > The OST is currently a WIP, but there are many tracks for you to enjoy. -
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................................................................................................... -
Prologue Characters Gameplay Modes Controls
WM-01 CONTROLS GAMEPLAY MODES PROLOGUE CHARACTERS HINTS & TIPS PROLOGUE A Disturbance on Angel Island Discovering a sudden dimensional breach in the atmosphere, evil genius Dr. Eggman detected a unique wave signature emanating from Angel Island. Realising that it could be a source of unspeakable power, he immediately dispatched his elite robot minions—the Hard Boiled Heavies (HBH)—to retrieve it. Meanwhile, Sonic and Tails were also tracking the signal but arrived a little late to the party—the HBH were already there, excavating a mysterious gemstone out of the ground. As they did so, space time suddenly warped around them, catapulting them all to the Green Hill Zone. As the HBH rush to deliver the gemstone to Dr. Eggman, it’s up to Sonic, Tails & Knuckles to stop them. Don’t let the Phantom Ruby get into the wrong hands! MILES ‘TAILS’ PROWER CHARACTERS A young fox with two tails and loyal friend of Sonic. By SONIC THE HEDGEHOG spinning his tails, he can fly The world’s fastest hedgehog, like a helicopter. running as fast as he can to stop the Hard Boiled Heavies (HBH) and thwart Dr. Eggman’s diabolical plans. KNUCKLES THE ECHIDNA Born and raised on Angel Island, he is the guardian of the Master Emerald. He excels at mid-air gliding and climbing. CHARACTERS HARD BOILED HEAVIES (HBH) A powerful robot army built by Dr. Eggman. Loyal to his orders, the Heavies DR. EGGMAN successfully retrieved the mysterious gemstone, but its powers seem to have loosened a few of their screws. HEAVY KING HEAVY GUNNER HEAVY SHINOBI HEAVY MAGICIAN HEAVY RIDER The leader of the A loose cannon that A robot ninja that A mystic performer A thrill-seeking robot Self-proclaimed evil genius Hard Boiled Heavies. -
Super Smash Bros Brawl Achievements Checklist
Super Smash Bros Brawl Achievements Checklist (sheet 1 of 2) Compiled from SkylerOcon's excellent walkthrough (currently at Grey boxes indicate secondary achievements should just happen over time. Focus on the primary achievements first. http://uk.faqs.ign.com/articles/899/899792p1.html) Row 1 Row 2 A01: Clear Boss Battles on Intense difficulty. - Galleom (Tank Form) Trophy B01: Unlock 75 hidden songs. - Ballyhoo and Big Top Trophy A02: Clear Target Smash level 1 in under 15 seconds. - Palutena's Bow Trophy B02: Clear Classic with all characters. - Paper Mario Trophy A03: Clear Target Smash level 4 in under 32 seconds. - Cardboard Box Trophy B03: Use Luigi 3 times in brawls. - Luigi's Mansion Stage A04: Hit 1,200 ft. in Home-Run Contest. - Clu Clu Land Music B04: Hit 900 ft. in Home-Run Contest. - Boo (Mario Tennis) Sticker A05: Use Captain Falcon 10 times in brawls. - Big Blue (Melee) Stage B05: Brawl on the Frigate Orpheon stage 10 times. - Multiplayer (Metroid Prime 2) Music A06: Clear 100-Man Brawl in under 3 minutes, 30 seconds. - Ryuta Ippongi (Ouendan 2) Sticker B06: Brawl on custom stages 10 times. - Edit Parts A A07: Clear All-Star with 10 characters. - Gekko Trophy B07: Unlock all Melee stages. - Princess Peach's Castle (Melee) Music A08: Brawl on the Green Hill Zone stage 10 times. - HIS WORLD (Instrumental) Music B08: Clear Target Smash level 5 with 10 characters. - Outset Link Trophy A09: Unlock Toon Link. - Pirate Ship Stage B09: Get 400 combined max combos with all characters in Training. - Ouendan Trophy A10: Clear Boss Battles on Easy difficulty. -
Master Thesis 1
Master's Programme in International Marketing, 60 credits MASTER Key Success Factors behind Mobile Games THESIS A Business Model for the Chinese mobile game market Zhao Yue Wen 890717-T261 International marketing, 15 credits 2015-09-29 1 Abstract The research question is formulated as “what are the key success factors making a mobile game become a big success in China? ” to view the key success factors behind new launched mobile games and how company’s business model and marketing strategy that bring them into and help them succeed in the China market. A qualitative method with the deductive approach has been using in this paper to be able to answer and interpret the studied questions. Four in-depth interviews were conducted to collect the primary data, which have been following as the purpose is to do a cross-case analysis to identify the similarities and difference of each company behave their business model and marketing strategy, to contribute game success in China market. The main factors contributing to the success of mobile game in China market including internally strategic factors and externally tactic factors. Technical skill and resource, R&D ability and market knowledge and experience as the internal key success factors behind mobile game success in China. The mobile game companies use localization, wide distribution channel collaboration and social integration to suit the market needs and requirements. From the results of the study have been identified to as to how is the business model for the China mobile game market. Through collaborating with abroad local distribution channel can increase their knowledge capacity of the local market to create a better value proposition. -
Generating Rules for Video Games
feature Creativity In Code: Generating rules for video games Mediums such as fine art and poetry are common subjects in computational creativity—but what about something closer to home? Can computers be as creative in programming as they are in poetry? By Michael Cook DOI: 10.1145/2460436.2460449 omputational creativity research is littered with work in various high-culture domains: fine art, poetry, musical composition, and more. Both the general public and researchers themselves are fascinated by questions of aesthetics, whether machines can evoke emotion from us, and whether there is anything that sets Shakespeare Capart from Siri. Away from the arts lies an equally challenging medium, however; one that thousands of creative people engage with every day, and one that lies closer to computational creativity than any other—programming languages themselves. Many areas of computer science leveraged for personal creative expres- BAFTA-award winning Journey (see have already tried to tackle the prob- sion. The popularity of the Java-based Figure 1), or the taut depiction of war lem of programs that write programs. processing environment among artists in Spec Ops: The Line, we can also see Some subfields of artificial intelligence and designers is a good example of this. evidence that games are becoming an ex- grew out of kinds of program genera- The popularity of projects like Code pressive medium on an individual level. tion, such as inductive logic program- Year and Codecademy demonstrates Designer and critic Anna Anthropy ming or neural networks. In software the general public’s desire to under- calls for exactly this in her book Rise of engineering many optimization and stand the world of data and code and the Videogame Zinesters: “[the] transmis- abstraction techniques involve code reflects the increasingly prominent role sion of ideas and culture from person to that can “unroll” or automatically se- of programming in modern society. -
Jumpchain Presents
Jumpchain Presents A beautiful world, serene and majestic in its natural state. The natives of this world, Mobius, and the creatures who thrive in the landscapes have lived in tune with this world for as long as they’ve remembered. Even as pastoral as it may be, it has its wonders. The monthly arrival of the “Little Planet” over Never Lake...the mysterious Angel Islands floating in the sky...even simply the various tunnels and shuttle loops of the Green Hill Zone. Not all see the wonders and simply admire them with an appreciative eye, however. There is someone who wishes to exploit the innocent creatures of Mobius and its people(the Mobians) as both slaves and even energy sources…a madman named Dr. Robotnik. He dreams of a world ruled by machinery and tyranny, where nature is simply his resource to become an unstoppable king. He will be opposed, however, by a certain blue hedgehog in South Island. From there, the battle will escalate from the fields of Green Hill to even low orbit in the grand space station known as the Death Egg. But, that isn’t quite your story. Whether you join the battle against Dr. Eggman, explore the Zones of Mobius, or even attempt to raise an army of your own...this is the first step to your own story. Still, you’ll start with that first face-off. Let’s begin with who you are, eh? Drop-in: An outsider, eh? That’s not such a problem here. People wander the Zones all the time, or go from here to there freely without so much emphasis on who’s what’s when. -
Procedural Content Generation
Procedural Content Generation 2018-03-27 Annoucements • Trajectory update • Extra credit – We've posted an optional assignment that – Meta: Game AI vs Academic, is worth up to 3 points of extra credit. It is Graphs + Search due by April 22, 11:55PM. – Assignment: competition with your fellow – Physical Acts: Movement, Steering classmates using the MOBA format from homework 5, with the addition of hero – Decide: FSMs, Plans, D&B Trees, agents. RBS, BBs, Fuzzy – Like homework 5 (and unlike homework 6), – PCG: Model, Learn and Generate the goal is to destroy the enemy base. – Note that this is a different due date than • HW6: Behavior trees. Thoughts? homework 7. – Remember to check which assignment • HW7 due Sunday, April 8 you are submitting to so that you do not accidentally submit to the wrong assignment Questions 1. Fuzzy Logic : D._._. to model V__ :: Probability theory: Model ______ 2. Three steps in fuzzy rule-based inference… 3. Example membership functions (Triangular…) 4. What is the vertical line rule? • Stolen terms (bits, space, scenarios): Procedural Content Generation for Games: A Survey • https://course.ccs.neu.edu/cs5150f13/readings/hendrikx_pcgg.pdf • Search-Based Procedural Content Generation: A Taxonomy and Survey • https://course.ccs.neu.edu/cs5150f13/readings/togelius_sbpcg.pdf • PCG in Games: A textbook and an overview of current research (2016) • http://pcgbook.com • http://pcg.wikidot.com/ Content is king! PROCEDURAL CONTENT GENERATION Procedural Content Generation • Use of computation instead of manual effort to