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Charbitat - Character and Procedural Game Spaces

Michael Nitsche, Calvin Ashmore, Katherine Compton, Jason Alderman, Matthias Shapiro, Rob Fitzpatrick, Martin Walsh, John Kelly

The interdependency of virtual character and space is entirely uncharted territory. Although consequences of the players' actions have been implemented in the character design of games to occasionally impressive detail (e.g. Black & White, Fable), they have not been mapped on the navigable world itself. We are initiating an experimental game project that explores this new approach. At its core is the idea of procedural space - game arenas that are not fixed but created by the game during runtime.

Key research questions include:

.        Game design: what are effective design methods to combine space generation and character development? Which space/ level generation methods can be applied? What character design can be applied to feed the procedural space generation?
.        "Place-ness" in games: With what kind of mechanisms can we transfer character-related information into a shaping of a meaningful game world?
.        Spatial narrative: how can we support a dramatic experience through narrative elements in a procedural space? How can we keep the evolving events coherent and engaging?

 

   
     
 
 

Current Projects::

ABL Unreal

DOTCOM

Drama Management in NWN

Game Ontology

GameLog

Mobile Technologies

Search-Based Drama Management

Machinima

Charbitat

 
 
 
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