Level Design Patterns in 2D Games

Level Design Patterns in 2D Games
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DOI:
10.1109/cig.2019.8847953
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发表时间:
2019-08
期刊:
2019 IEEE Conference on Games (CoG)
影响因子:
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通讯作者:
A. Khalifa;F. Silva;J. Togelius
A. Khalifa;F. Silva;J. Togelius
中科院分区:
其他
文献类型:
--
作者:
A. Khalifa;F. Silva;J. Togelius

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电子游戏设计师使用技巧、技巧和工具来设计关卡。有些技巧是基于他们的直觉,有些则是在过去30年里游戏行业所熟知的。在本文中,我们将讨论出现在2D电子游戏中的6种常见关卡设计模式。本文所讨论的模式是对30多款2D游戏进行探索性分析的结果。我们选择关注那些既常见又对整体玩家体验有影响的模式。我们将详细讨论每种模式的基本原理和优势,并展示使用这种模式的游戏示例。最后,我们将从关卡设计的角度讨论这些模式的使用和理解,以及其他技术方法如何从中受益。
Videogame designers use tips and tricks and tools of the trade to design levels. Some of these tips are based on their gut feeling and others have been known in the game industry for the last 30 years. In this work, we discuss six of common level design patterns present in 2D videogames. The patterns under discussion are the product of an exploratory analysis of over thirty 2D games. We choose to focus on patterns that are both common and impactful for the overall player experience. We discuss in detail the rationale for and advantages of each pattern, showing examples of games that make use of such. We conclude with a discussion of the usage and understanding of these patterns from the perspective of level design and how other technical approaches can benefit from them.