Travelled to:
1 × Canada
Collaborated with:
∅ J.Whitehead Michael Cook 0001 M.Mateas N.Wardrip-Fruin Anne Sullivan Britton Horn C.Harteveld Alexei Othenin-Girard Alessandro Canossa Amy K. Hoover Jackie Barnes Julian Togelius Mike Treanor Martin Jennings-Teats Jeff Orkin M.Bowling Yetunde Folajimi Anastasia Salter Nathan Partlan Elín Carstensdóttir Sam Snodgrass Erica Kleinman M.S.El-Nasr Isabella Carlsson Jeanie Choi Celia Pearce Spencer Beaupre Thomas Wiles Sean Briggs Josh Aaron Miller S.Cooper S.Colton J.Gow A.M.Smith Tommy Thompson A.Zook Steve Dahlskog Noor Shaker Borna Fatehi Jesús Moreno-León Mirjam Eladhari Camillia Matuk S.C.Sutherland Mirjam P. Eladhari B.Magerko J.Levine
Talks about:
design (13) game (12) generat (9) level (8) base (8) procedur (6) content (4) analysi (4) pattern (3) evalu (3)
Person: Gillian Smith
DBLP: Smith:Gillian
Facilitated 2 volumes:
Contributed to:
Wrote 27 papers:
- CHI-2014-Smith #analysis #comprehension #game studies #generative
- Understanding procedural content generation: a design-centric analysis of the role of PCG in games (GS), pp. 917–926.
- FDG-2009-SmithTWM #2d #generative #platform
- Rhythm-based level generation for 2D platformers (GS, MT, JW, MM), pp. 175–182.
- AIIDE-2010-Jennings-TeatsSW #generative #named
- Polymorph: A Model for Dynamic Level Generation (MJT, GS, NWF).
- AIIDE-2010-SmithWM #2d #design #named #platform
- Tanagra: An Intelligent Level Design Assistant for 2D Platformers (GS, JW, MM).
- FDG-2010-SmithWM #design #named
- Tanagra: a mixed-initiative level design tool (GS, JW, MM), pp. 209–216.
- FDG-2011-SullivanS #design #education #game studies
- Lessons in teaching game design (AS, GS), pp. 307–309.
- CIG-2012-OrkinSB
- Keynotes [abstracts of three keynote presentations] (JO, GS, MB).
- FDG-2012-SmithOWW #design #game studies #web
- PCG-based game design: creating Endless Web (GS, AOG, JW, NWF), pp. 188–195.
- AIIDE-2013-SmithOWW #web
- Endless Web (GS, AOG, JW, NWF).
- FDG-2014-HornDSST #comparative #evaluation #framework #generative
- A comparative evaluation of procedural level generators in the Mario AI framework (BH, SD, NS, GS, JT).
- FDG-2015-CanossaS #design #evaluation #metric #towards
- Towards a Procedural Evaluation Technique: Metrics for Level Design (AC, GS).
- FDG-2015-CookESSTTZ #game studies #question #what
- AI-based Games: Contrabot and What Did You Do? (MC0, ME, AMS, GS, TT, JT, AZ).
- FDG-2015-CookS #automation #design #formal method #game studies
- Formalizing Non-Formalism: Breaking the Rules of Automated Game Design (MC0, GS).
- FDG-2015-Smith #generative
- An Analog History of Procedural Content Generation (GS).
- FDG-2015-TreanorZETSCTML #design pattern #game studies
- AI-based Game Design Patterns (MT, AZ, MPE, JT, GS, MC0, TT, BM, JL, AMS).
- CHI-PLAY-2016-HornHBFSH #analysis #black box #education #game studies
- Opening the Black Box of Play: Strategy Analysis of an Educational Game (BH, AKH, JB, YF, GS, CH), pp. 142–153.
- AIIDE-2017-Smith #challenge #design #generative
- Generative Design for Textiles: Opportunities and Challenges for Entertainment AI (GS), pp. 115–121.
- FDG-2017-BarnesHFMSH #design pattern #game studies #student
- Exploring emerging design patterns in student-made climate change games (JB, AKH, BF, JML, GS, CH), p. 6.
- FDG-2017-CarlssonCPS #design #game studies
- Designing eBee: a reflection on quilt-based game design (IC, JC, CP, GS), p. 10.
- FDG-2017-HornHFBHS #analysis #game studies
- AI-assisted analysis of player strategy across level progressions in a puzzle game (BH, AKH, YF, JB, CH, GS), p. 10.
- FDG-2017-Smith #generative #question #what
- What do we value in procedural content generation? (GS), p. 2.
- AIIDE-2018-BeaupreWBS #approach #design pattern #generative #multi
- A Design Pattern Approach for Multi-Game Level Generation (SB, TW, SB, GS), pp. 145–151.
- AIIDE-2018-HornMSC #approach #automation #monte carlo
- A Monte Carlo Approach to Skill-Based Automated Playtesting (BH, JAM, GS, SC), pp. 166–172.
- AIIDE-2018-PartlanCSKSHE #analysis #automation #interactive
- Exploratory Automated Analysis of Structural Features of Interactive Narrative (NP, EC, SS, EK, GS, CH, MSEN), pp. 88–94.
- FDG-2018-SullivanSS #game studies
- Games crafters play (AS, AS, GS), p. 9.
- FDG-2019-PartlanCKSHSMSE #evaluation #graph #interactive #representation
- Evaluation of an automatically-constructed graph-based representation for interactive narrative (NP, EC, EK, SS, CH, GS, CM, SCS, MSEN), p. 9.
- CoG-2019-CookCGS #generative
- General Analytical Techniques For Parameter-Based Procedural Content Generators (MC0, SC, JG, GS), pp. 1–8.