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