WEEK 13 HW


journal reading responses of WEEK 13:

Search-based Procedural Content Generation, Julian Togelius et al.

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The Death of the Level Designer (all 6 parts). Andrew Doull

Get gd 201 digital games prototype 2021

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2) Search-based Procedural Content Generation, Julian Togelius et al.

This article speaks on the topic of PCG is the system that developers use in games to make the content of the game be made for the gamers ready to play and experience. The more content and stuff the game offers the more gamers will go back and replay the game to find hidden stuff like secrets, Easter eggs, items that the game tried to hide from the player or hidden bosses. It adds value and non stop fun for everyone to have.  Its up to you as the developer to put as much stuff as you can with the shortage of a schedule given to you and the more you expand on the ideas of the design from a fps level design to driven mehcanics such as freezing time by pressing X given thanks to PCG. it also gives you the steps when outlooking for resources needed in the game, inspiration from other games to make your project come to reality and making sure how to distinct a game's overall from its characters, levels, weapons, tools, supplies and progress to know what the game's went for to the audience they were targeting for. 

1) The Death of the Level Designer (all 6 parts). Andrew Doull

This 6 page article was about Procedural Content Generation or PCG for short is one of the strategies to use when making design choices such as level design, making stuff interactive such as weapons, supplies, npc's in the game to talk to, etc. It also  quick time events,= and  mechanics for the game with the setup of the game can get really get overhype and lose so much of the core audience if it fails to deliver or overpromise of too much too little too late. With so many AAA releases using PCG there are some mistakes and well crafted ideas if the developer takes time to implement everything in the game not just the setup and design but also the techniques and skills you learn and improve upon to make a satisfying game not fun but at least good in a certain way that makes it function and playable at launch. If not, AAA releases lose money, lose confidence of the public, bad reviews and can lose it's reputation on not only the company but the developers as well. That is why Indies and big studio developers learn from the mistakes other game developers have gone through to not repeat the same mistake twice from setting up the AI, letting the player have more freedom and experiment without so much button layouts of tutorials, good AI and cpu formatting and a good setup and presentation to have the players get more invested and more satisfied with a play through of the game.