• Title/Summary/Keyword: 게임레벨디자인

Search Result 45, Processing Time 0.024 seconds

Improving A Stealth Game Level Design Tool (스텔스 게임 레벨 디자인 툴의 개선)

  • Na, Hyeon-Suk;Jeong, Sanghyeok;Jeong, Juhong
    • Journal of Korea Game Society
    • /
    • v.15 no.4
    • /
    • pp.29-38
    • /
    • 2015
  • In the stealth game design, level designers are to develop many interesting game environments with a variety of difficulties. J. Tremblay and his co-authors developed a Unity-based level design tool to help and automate this process. Given a map, if the designer inputs several game factors such as guard paths and velocities, their vision, and the player's initial and goal positions, then the tool visualizes simulation results including (clustered) possible paths a player could take to avoid detection. Thus with the help of this tool, the designer can ensure in realtime if the current game factors result in the intended difficulties and players paths, and if necessary adjust the factors. In this note, we present our improvement on this tool in two aspects. First, we integrate a function that if the designer inputs some vertices in the map, then the tool systematically generates and suggests interesting guard paths containing these vertices of various difficulties, which enhances its convenience and usefulness as a tool. Second, we replace the collision-detection function and the RRT-based (player) path generation function, by our new collision-check function and a Delaunay roadmap-based path generation function, which remarkably improves the simulation process in time-efficiency.

A Study on the Placement of Game Objects using Space Syntax (3차원 공간 상에서 Space Syntax를 이용한 게임 객체 배치 연구)

  • Choi, Seung-Kwan;Kim, Dong-Hyun;Kim, Young-Ook
    • Journal of Korea Game Society
    • /
    • v.12 no.5
    • /
    • pp.43-56
    • /
    • 2012
  • The purpose of this research is to provide the rationality of placement of game objects using the space analysis for game map so that the game designers can find out the proper position for each object in the map. The significance of this research is beyond the limitations of the existing research using Space Syntax theory is confined to the analysis of the behavior of players in the map, this research suggest the method of the efficient placement of game objects in level design step. This paper as the worth of the industry is expected to be able to reduce the repetitive tasks that may occur during game level design steps. Through this, it is also expected by reducing game development period and development costs in accordance with the reasonable placement of game objects.

Analysis of the Space Layout according to VR Game Environment (VR게임환경에 따른 공간 연출 분석)

  • Gao, LinChao;Choi, Chul-Young
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2018.05a
    • /
    • pp.421-422
    • /
    • 2018
  • 가상 현실을 이용한 게임 환경은 하드웨어의 한계로 게임 속의 가상현실 공간에 비해 실제 유저가 활동하는 게임공간은 한정되어져 있다. 이러한 물리적인 한계는 게임의 내용을 제한시키게 되고, 공간 안에서 반복된 패턴을 느끼게 해 게임 레벨 디자인에 한계를 가져오게 된다. 이에 물리적으로 한정된 공간에 대해 게임 속에 다양한 공간 디자인을 설계하고 실험을 통해 통해 공간의 감성적 한계를 극복해보려 하였다.

  • PDF

Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.5
    • /
    • pp.37-47
    • /
    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.

Game System for Autonomous Level Design Based on ChatGPT (ChatGPT 기반의 자율형 레벨 디자인을 위한 게임 시스템)

  • Do-Hoon Jung;Jun-Gyeong Lee;Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.4
    • /
    • pp.113-119
    • /
    • 2024
  • In this paper, a model was devised to change the numerical values that affect the game balance by using Chat-GPT for game balancing. Based on the usability of Chat-GPT shown in several studies and cases using Chat-GPT, Chat-GPT is automated to directly adjust detailed and objective in-game numerical values. In this paper, the format of Chat-GPT responses was consistently adjusted so that the numerical values required for game balancing could be obtained directly from the answers. As an experimental method, it was confirmed that four players autonomously designed the game level through five rounds to adjust the balance. These studies suggest the possibility that games can be produced using Chat-GPT in the future.

A Study of Multi-level Business For Increasing User Of Social Network Game (소셜 네트워크 게임의 유저 초기 유입을 위한 멀티 레벨 비즈니스 모델 연구)

  • Ji, Seong-woong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2012.05a
    • /
    • pp.43-44
    • /
    • 2012
  • 스마트 폰이 보편화되면서 소셜 네트워크 게임의 시장이 확장되고 있다. 온라인 커뮤니티를 기반으로 한 소셜 네트워크 게임은 유저의 수에 비례하여 수익이 발생하기 때문에 초기 유저 확보의 점유가 중요하다. 현재의 소셜 네트워크 게임은 체계적인 비즈니스 모델을 사용하지 않고 일반적인 게임 마케팅 비즈니스 모델을 사용하는 사례가 대부분이다. 초기 유저 확보를 위해서 객관적이고, 논리적인 수익 모델 및 수용 요인 분석이 필요하다. 본 논문에서는 이러한 요인을 멀티 레벨 비즈니스 모델을 디자인 한 후, 초기 유저 확보를 위한 정량적인 근거를 제안하였다. 소셜 게임 'Rich town'을 분석하여 초기 유저 유입 데이터를 도출한 데이터를 본 논문에서 제안한 멀티 레벨 비즈니스 모델에 적용하였다.

  • PDF

An Automated Wave Generation Technique in Tower Defense Games Based on a Genetic Algorithm (유전자 알고리즘을 사용한 타워 디펜스 공격대의 자동 구성 기법)

  • Cho, Sung-Hyun;Kang, Shin-Jin
    • Journal of Korea Game Society
    • /
    • v.11 no.2
    • /
    • pp.19-28
    • /
    • 2011
  • Level design is one of the important factors in tower defense game development. The difficulty of tower defense game depends on its wave design. In general, it requires a lot of manual labor to generate well-balanced waves with fun. In this paper, we propose a new automated wave generation system by using a genetic algorithm. With our system, a game designer can easily generate an optimized wave by designating the difficulty level in the initial stage of game design. Our system can be useful in reducing the trial-errors in the initial level design process of tower defense game development.

Stealthy Behavior Simulations Based on Cognitive Data (인지 데이터 기반의 스텔스 행동 시뮬레이션)

  • Choi, Taeyeong;Na, Hyeon-Suk
    • Journal of Korea Game Society
    • /
    • v.16 no.2
    • /
    • pp.27-40
    • /
    • 2016
  • Predicting stealthy behaviors plays an important role in designing stealth games. It is, however, difficult to automate this task because human players interact with dynamic environments in real time. In this paper, we present a reinforcement learning (RL) method for simulating stealthy movements in dynamic environments, in which an integrated model of Q-learning with Artificial Neural Networks (ANN) is exploited as an action classifier. Experiment results show that our simulation agent responds sensitively to dynamic situations and thus is useful for game level designer to determine various parameters for game.

컴퓨터 게임의 트랩 유형 분석

  • U, Hui-Jeong;Gil, Tae-Suk
    • 한국게임학회지
    • /
    • v.10 no.1
    • /
    • pp.12-23
    • /
    • 2013
  • 본 논문에서는 컴퓨터 게임공간의 레벨디자인을 기반으로 3D 공간에서 설계될 수 있는 트랩 유형을 제시하였다. 트랩은 게임 내의 장애물로서 3D 공간에서의 X, Y, Z 축으로의 이동방향, 고정, 운동, 회전, 스케일의 트랩 자체의 상태, 일회성, 반복, 순환의 작동타입 등의 요소를 바탕으로 표현된다. 트랩의 상태를 기준으로 작동 타입과 이동방향의 경우의 수를 조합한 결과 28가지의 트랩 유형이 도출되었다. 그리고 도출해낸 28가지의 트랩 유형이 실질적으로 게임공간에 적용되어 쓰이고 있는지 알아보기 위해 발리언트와 트라인 게임을 대상으로 트랩 유형을 살펴보았다.

  • PDF

A Case Study On Learning Game Using An Unity Engine (Unity Engine을 이용한 학습용 게임 개발 사례)

  • Yoon, Seok-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2016.07a
    • /
    • pp.327-330
    • /
    • 2016
  • 본 논문에서는 Unity 엔진을 이용한 학습용 게임개발의 구현 내용을 소개하였다. Unity 엔진을 이용하면 필드의 제작, 캐릭터 애니메이션 세팅, 스크립트 작성, Asset 관리, 레벨 디자인 등 많은 작업을 하나의 통합 환경에서 수행할 수 있다. 또한 컴파일 과정을 거치지 않아도 게임을 제작하는 도중 언제라도 실행해 볼 수 있기 때문에 개발에 걸리는 시간을 단축 할 수 있다. 본 연구의 과정은 게임 앱 설계 관련 프로젝트의 수행이나 학습용 게임 개발의 학습 모형을 제시한 사례로 활용할 수 있다.

  • PDF