Targeting Horror via Level and Soundscape Generation
Targeting Horror via Level and Soundscape Generation
复制标题
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
中科院分区:
文献类型:
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作者:
P. Lopes;Antonios Liapis;Georgios N. Yannakakis
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.
DOI:
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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