Scalable Level Generation for 2D Platforming Games

Thompson, Tommy (2016) Scalable Level Generation for 2D Platforming Games. In: Procedural Content Generation Workshop (Digital Games Research Association / Foundation of Digital Games Conference 2016), 1-6 August 2016, Abertay University, Scotland.

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In this paper we present a model for procedural generation of 2D platforming levels, with the aim to ensure content can be scaled as players progress. Levels are generated through use of a two-phased generate and test approach, with the first reliant upon a grammar for generation of activities, while the latter is focussed on the positioning of geometry. These methods are made scalable courtesy of a budget-driven approach that limits the expressiveness of each component. We investigate the effectiveness of this approach and the playable levels it can generate for a 2D `infinite runner' video game.

Item Type: Conference or Workshop Item (Paper)
Keywords: procedural content generation, artificial intelligence, video games
Faculty: ARCHIVED Faculty of Science & Technology (until September 2018)
Depositing User: Tommy Thompson
Date Deposited: 24 Nov 2016 16:09
Last Modified: 09 Sep 2021 19:00

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