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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 DBLP: Smith:Gillian

Facilitated 2 volumes:

AIIDE 2018Ed
AIIDE 2019Ed

Contributed to:

CHI 20142014
FDG 20092009
AIIDE 20102010
FDG 20102010
FDG 20112011
CIG 20122012
FDG 20122012
AIIDE 20132013
FDG 20142014
FDG 20152015
CHI PLAY 20162016
AIIDE 20172017
FDG 20172017
AIIDE 20182018
FDG 20182018
FDG 20192019
CoG 20192019

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.

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