Launchpad: Rhythm-Based Level Generation for 2D Platformers

Launchpad uses a grammar-based method for automatically generating levels for Mario-style platformers based on rhythms that the player feels with his hands. A designer has some input to the generator in the form of parameters that specify the general path that the level should follow, and the frequency at which different level components should occur.

This generation technique is based on a framework we had previously developed for the analysis of 2D platformer levels, which includes a common vocabulary and structure for level components. This work was done with Mee Cha, Jameka March, Mike Treanor, Jim Whitehead, and Michael Mateas at UC Santa Cruz.

Demo

Click here for a live demo of Launchpad-generated levels!

Publications

Gillian Smith, Jim Whitehead, Michael Mateas, Mike Treanor, Jameka March, Mee Cha. Launchpad: A Rhythm-Based Level Generator for 2D PlatformersIEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), vol. 3, iss. 1, March 2011. (more…)Read More...

 

Gillian Smith, Jim Whitehead. Analyzing the Expressive Range of a Level GeneratorProceedings of the Workshop on Procedural Content Generation in Games, co-located with FDG 2010, Monterey, CA, June 18, 2010. (more…)Read More...

 

Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas. Rhythm-Based Level Generation for 2D PlatformersProceedings of the 2009 Int’l Conference on the Foundations of Digital Games (FDG 2009), Orlando, FL, April 26-30, 2009. (more…)Read More...

 

Gillian Smith, Mee Cha, Jim Whitehead. A Framework for Analysis of 2D Platformer LevelsProceedings of ACM SIGGRAPH Sandbox Symposium 2008, Los Angeles, CA, August 9-10, 2008. (more…)Read More...

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1 Response

  1. May 23, 2015

    […] of other content generators. The original work for evaluating expressive range was performed on the Launchpad level generator, and is being expanded to a broader range of generative […]

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