Foundations of Digital Games 2010
Workshops
Friday, June 18th
Foundations of Digital Games 2010
Workshops
Friday, June 18th
Intelligent Narrative Technologies III
Organizers:
Arnav Jhala, University of California, Santa Cruz
Mark Riedl, The Georgia Institute of Technology
David Roberts, The Georgia Institute of Technology
Due to the increasing popularity of modern console- and PC-based computer games, there has been a growth of interest in employing narrative in interactive, computer-mediated experiences as a device for providing memorable and engaging experiences for users. This workshop investigates the use of Artificial Intelligence techniques to create generative, high-agency game narratives. This workshop builds on two previous successful symposia held as part of the AAAI Symposium Series.
More information about this workshop can be found here: http://eis.ucsc.edu/int3
Procedural Content Generation in Games
Organizers:
Rafael Bidarra, Delft University of Technology
Ian Bogost, The Georgia Institute of Technology
Ian Parberry, University of North Texas
Ken Stanely, University of Central Florida
Julian Togelius, ITU Copenhagen
Jim Whitehead, University of California, Santa Cruz
R. Michael Young, North Carolina State University
As computer games increasingly take place inside large, complex worlds, the cost of manually creating these worlds increases substantially. This workshop explores procedural content generation, where a computer algorithm produces computationally generated levels, art assets, quests, background history, stories, characters, and weapons. Such techniques offer hope for substantially reducing the authoring burden in games.
More information about this workshop can be found here: http://pcgames.fdg2010.org
Teaching Aesthetics in Game Design
Organizers:
Staffan Björk, Gothenburg University
Aki Järvinen, ITU Copenhagen
Sus Lundgren, Chalmers University of Technology
Simon Niedenthal, Malmö University
The range of games that consumers wish to play and designers wish to make is increasing. From fine-tuning the hardcore gameplay of Counter-Strike or Starcraft to encouraging the experimental view of games found among indie developers, game design choices have consequences for game aesthetics. This workshop will address the need of being able to teach aesthetics in game design courses through bringing educators and practitioners from many fields together to develop a range of exercises that introduce students to the many different aesthetic aspects of games.
More information about this workshop can be found here: http://aestheticsingd.fdg2010.org/index.html
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