Workshop Program
9:00am - Welcome
9:15am - Paper Session I: PCG Techniques
A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGs
Jon Doran and Ian Parberry
Two Methods for Voxel Detail Enhancement
Adam M. Smith
SpeedRock: procedural rocks through grammars and evolution
Isaac M. Dart, Gabriele De Rossi and Julian Togelius
10:45am - Coffee Break
11:15am - Paper Session II: Rethinking PCG
What is procedural content generation? Mario on the borderline
Julian Togelius, Emil Kastbjerg, David Schedl and Georgios N. Yannakakis
PCG-Based Game Design: Enabling New Play Experiences through Procedural Content Generation
Gillian Smith, Elaine Gan, Alexei Othenin-Girard and Jim Whitehead
Level Design as Model Transformation: A Strategy for Automated Content Generation
Joris Dormans
12:45pm - Lunch
2:00pm - Panel: Should PCG Change Game Design or Game Design Change PCG?
Moderator | Adam M. Smith, UC Santa Cruz |
Panelists | Ian Bogost, Georgia Tech |
Joris Dormans, Amsterdam University of Applied Science | |
Michael Mateas, UC Santa Cruz | |
Ian Parberry, University of North Texas |
3:30pm - Coffee Break
4:00pm - Paper Session III: Virtual Worlds
Semantic constraints for procedural generation of virtual worlds
Ruben Smelik, Krzysztof Galka, Klaas Jan De Kraker, Frido Kuijper and Rafael Bidarra
Lessons in User Interface Design in the Procedural City Generation for Games Tool Ürban PAD
Lionel Barret, Claudia Vance and G. Michael Youngblood
Procedural filters for customization of virtual worlds
Tim Tutenel, Roland Van Der Linden, Marnix Kraus, Bart Bollen and Rafael Bidarra