Curve-Based Level Generation for a Full-Body VR Rhythm Game

Authors

  • Erin J.K. Truesdell Georgia Institute of Technology

Keywords:

Procedural Level Design, Rhythm Game, Virtual Reality

Abstract

Due to the large amount of content authoring required to produce levels for rhythm games, procedural content generation provides an attractive alternative for generating levels in large numbers. Frequently, however, level generators for rhythm games rely only on a “difficulty” measure to describe desired level properties. This work presents level generation tool for BEAMS, a full-body virtual reality rhythm game. The BEAMS level generator allows designers to shape curves describing four characteristics of the obstacles needed for a game in which the primary interaction involves the human body in three-dimensional space.

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Published

2021-10-04

How to Cite

Truesdell, E. J. (2021). Curve-Based Level Generation for a Full-Body VR Rhythm Game. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 17(1), 246-248. Retrieved from https://ojs.aaai.org/index.php/AIIDE/article/view/18918