Targeting Horror via Level and Soundscape Generation

Targeting Horror via Level and Soundscape Generation
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通过关卡和音景生成来瞄准恐怖

DOI:
10.1609/aiide.v11i1.12778
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发表时间:
2015
期刊:
--
影响因子:
--
通讯作者:
Georgios N. Yannakakis
Georgios N. Yannakakis
中科院分区:
--
文献类型:
--
作者:
P. Lopes;Antonios Liapis;Georgios N. Yannakakis

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恐怖游戏在游戏设计范式中形成了一个独特的利基市场,因为它们通过在游戏过程中引发观众的恐惧和不安等负面情绪来娱乐。这种类型通常遵循特定的张力进展,最终达到设计师定义的隐喻峰值。玩家的紧张感是由游戏的几个方面引起的,包括游戏机制、声音以及关卡中敌人的位置。本文研究了设计师如何通过设计玩家穿越关卡时的预期张力来控制和指导关卡及其音景的自动生成。
Horror games form a peculiar niche within game design paradigms, as they entertain by eliciting negative emotions such as fear and unease to their audience during play. This genre often follows a specific progression of tension culminating at a metaphorical peak, which is defined by the designer. A player's tension is elicited by several facets of the game, including its mechanics, its sounds, and the placement of enemies in its levels. This paper investigates how designers can control and guide the automated generation of levels and their soundscapes by authoring the intended tension of a player traversing them.
通过图像、声音及其他方式进行埃塞俄比亚研究:民族志电影的视角
DOI: --
发表时间: 2018
期刊:
影响因子: --
作者:
李善姫;杉江あい;WATANABE Keiichi and OCHIAI Chiho;Itsushi Kawase
通讯作者: Itsushi Kawase