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Travelled to:
1 × France
Collaborated with:
M.Mateas A.M.Smith S.Colton Swen E. Gaudl Isaac Dart Julian Togelius Mike Treanor R.Khaled P.Barr Calvin Ashmore Sherol Chen Alessandro Canossa S.Björk Tilman Geishauser Y.Cheong Edward Jack Powley Rob Saunders Thorbjørn S. Nielsen Gabriella A. B. Barros Kristian Hjaltason Steffen Christophersen Sebastian Deterding Paolo Burelli K.Karpouzis S.M.Lucas Peter I. Cowling Blanca Pérez Ferrer Peter Ivey Michael Cook 0001
Talks about:
game (14) design (6) videogam (3) support (3) generat (3) manag (3) drama (3) prototyp (2) interact (2) gameplay (2)

Person: Mark J. Nelson

DBLP DBLP: Nelson:Mark_J=

Contributed to:

CHI 20132013
AIIDE 20052005
AIIDE 20062006
AIIDE 20082008
AIIDE 20092009
FDG 20092009
CIG 20102010
CIG 20122012
FDG 20142014
CIG 20152015
FDG 20152015
CIG 20162016
DiGRA/FDG 20162016
AIIDE 20172017
FDG 20182018
FDG 20192019

Wrote 21 papers:

CHI-2013-KhaledNB #design #game studies #generative
Design metaphors for procedural content generation in games (RK, MJN, PB), pp. 1509–1518.
AIIDE-2005-NelsonM #interactive #search-based
Search-Based Drama Management in the Interactive Fiction Anchorhead (MJN, MM), pp. 99–104.
AIIDE-2006-NelsonAM #authoring #declarative #interactive
Authoring Interactive Narratives with Declarative Optimization-Based Drama Management (MJN, CA, MM), pp. 127–129.
AIIDE-2008-NelsonM #automation #design #game studies
Recombinable Game Mechanics for Automated Design Support (MJN, MM).
AIIDE-2009-ChenNM
Evaluating the Authorial Leverage of Drama Management (SC, MJN, MM).
AIIDE-2009-SmithNM #game studies #sketching #testing
Computational Support for Play Testing Game Sketches (AMS, MJN, MM).
AIIDE-2009-SmithNM09a #game studies #prototype
Prototyping Games with BIPED (AMS, MJN, MM).
FDG-2009-NelsonM #analysis #design #game studies #requirements #tool support
A requirements analysis for videogame design support tools (MJN, MM), pp. 137–144.
CIG-2010-SmithNM #game studies #logic #modelling #named
LUDOCORE: A logical game engine for modeling videogames (AMS, MJN, MM), pp. 91–98.
CIG-2012-DartN #generative #smarttech
Smart terrain causality chains for adventure-game puzzle generation (ID, MJN), pp. 328–334.
CIG-2012-NelsonBKLC
Tutorials (MJN, PB, KK, SML, PIC).
FDG-2014-CanossaBN #design pattern #game studies #named #using
X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using gameplay design patterns to understand game remakes (AC, SB, MJN).
FDG-2014-GeishauserCN #prototype #simulation #social #using
A prototype using territories and an affordance tree for social simulation gameplay (TG, YGC, MJN).
CIG-2015-NielsenBTN #game studies #generative #towards
Towards generating arcade game rules with VGDL (TSN, GABB, JT, MJN), pp. 185–192.
FDG-2015-HjaltasonCTN #empirical #game studies
Game mechanics telling stories? An experiment (KH, SC, JT, MJN).
CIG-2016-Nelson #corpus #game studies #scalability
Investigating vanilla MCTS scaling on the GVG-AI game corpus (MJN), pp. 1–7.
CIG-2016-PowleyCGSN #automation #design #game studies
Semi-automated level design via auto-playtesting for handheld casual game creation (EJP, SC, SEG, RS, MJN), pp. 1–8.
DiGRA-FDG-2016-Nelson #game studies
The Tapper Videogame Patent as a Series of Close Readings (MJN).
AIIDE-2017-PowleyNGCFSIC #design #game studies #named
Wevva: Democratising Game Design (EJP, MJN, SEG, SC, BPF, RS, PI, MC0), pp. 273–276.
FDG-2018-NelsonGCD
Curious users of casual creators (MJN, SEG, SC, SD), p. 6.
FDG-2019-TreanorN #analysis #game studies
Order-fulfillment games: an analysis of games about serving customers (MT, MJN), p. 7.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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