My full CV is also available in PDF form here.
Peer-Reviewed Journal Publications
- Noor Shaker, Julian Togelius, Georgios N. Yannakakis, Ben Weber, Tomoyuki Shimizu, Tomonori Hashiyama, Nathan Sorenson, Philippe Pasquier, Peter Mawhorter, Glen Takahashi, Gillian Smith, Robin Baumgarten. The 2010 Mario AI Championship: Level Generation Track. To appear in IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), 2011.
- Gillian Smith, Jim Whitehead, Michael Mateas. Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. To appear in IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), Special Issue on Procedural Content Generation, vol 3. iss. 3, September 2011.
- Gillian Smith, Jim Whitehead, Michael Mateas, Mike Treanor, Jameka March, Mee Cha. Launchpad: A Rhythm-Based Level Generator for 2D Platformers. IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), vol. 3, iss. 1, March 2011.
Peer-Reviewed Conference Publications
- Gillian Smith, Anne Sullivan. The Five Year Evolution of a Game Programming Course. To appear in Proceedings of the 43rd ACM Technical Symposium on Computer Science Education (SIGCSE 2012), Raleigh, NC, February 29 - March 3, 2012.
- Gillian Smith, Ryan Anderson, Brian Kopleck, Zach Lindblad, Lauren Scott, Adam Wardell, Jim Whitehead, Michael Mateas. Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games. To appear in Proceedings of the 4th International Conference on Interactive Digital Storytelling (ICIDS 2011), Vancouver, Canada, November 28 - December 1, 2011.
- Adam M. Smith, Chris Lewis, Kenneth Hullett, Gillian Smith, Anne Sullivan. An Inclusive View of Player Modeling. Proceedings of the 2011 International Conference on the Foundations of Digital Games (FDG 2011), Bordeaux, France, June 29 -July 1, 2011.
- Anne Sullivan, Gillian Smith. Lessons in Teaching Game Design. Proceedings of the 2011 International Conference on the Foundations of Digital Games (FDG 2011), Bordeaux, France, June 29 -July 1, 2011.
- Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin. Polymorph: A Model for Dynamic Level Generation. Proceedings of the 2010 Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010), Palo Alto, CA, October 11 - 13.
- Gillian Smith, Jim Whitehead, Michael Mateas.
Tanagra: A Mixed-Initiative Level Design Tool.
Proceedings of the 2010 Int'l Conference on the Foundations of Digital Games (FDG 2010), Monterey, CA, June 19-21, 2010.
- Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas.
Rhythm-Based Level Generation for 2D Platformers.
Proceedings of the 2009 Int'l Conference on the Foundations of Digital Games (FDG 2009), Orlando, FL, April 26-30, 2009.
Peer-Reviewed Workshop Publications
- Gillian Smith, Elaine Gan, Alexei Othenin-Girard, Jim Whitehead. PCG-Based Game Design: Enabling New Play Experiences through Procedural Content Generation. Proceedings of the Second International Workshop on Procedural Content Generation in Games (PCGames 2011), Bordeaux, France, June 28.
- Gillian Smith, Jim Whitehead. Analyzing the Expressive Range of a Level Generator. Proceedings of the Workshop on Procedural Content Generation in Games, co-located with FDG 2010, Monterey, CA, June 18, 2010.
- Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin. Polymorph: Dynamic Difficulty Adjustment Through Level Generation. Proceedings of the Workshop on Procedural Content Generation in Games, co-located with FDG 2010, Monterey, CA, June 18, 2010.
- Gillian Smith, Mee Cha, Jim Whitehead. A Framework for Analysis of 2D Platformer Levels. Proceedings of ACM SIGGRAPH Sandbox Symposium 2008, Los Angeles, CA, August 9-10, 2008. [Screenshots and supplemental information]
Peer-Reviewed Demos
- Gillian Smith, Jim Whitehead, Michael Mateas. Tanagra: An Intelligent Level Design Assistant for 2D Platformers. Proceedings of the 2010 Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010), Palo Alto, CA, October 11 - 13.
Non Peer-Reviewed Publications and Posters
- Gillian Smith. Human-Computer Collaboration in Level Design for Computer Games. Grace Hopper Celebration of Women in Computing 2011, Portland, OR, November 9 – 11, 2011. [A portion of this poster was first published in the TCIAIG Tanagra journal article. It was reviewed and accepted to the ACM SRC with an acceptance rate of 23%]
- Gillian Smith, Jim Whitehead, Michael Mateas. Computers as Design Collaborators: Interacting with Mixed-Initiative Tools. Workshop on Semi-Automated Creativity, co-located with ACM Creativity & Cognition 2011. Atlanta, GA, November 3, 2011. [Peer selected, but no reviews.]
- Caitlin Sadowski, Gillian Smith, Gail Carmichael. Girls, Games, and Getting to the First Day. Grace Hopper Celebration of Women in Computing 2010, Atlanta, GA, September 2010. [Appears in the long-form as a Birds of a Feather session and short form as a poster. I served on the panel at the BoF session and presented the poster at the conference.]
- Gillian Smith, Jim Whitehead, Charlie McDowell. Using Game Technology in an Introductory Programming Course. Poster at IGDA Education Special Interest Group. GDC 2008, San Francisco, CA. March 2008.
Technical Reports
- Anne Sullivan, Gillian Smith. Lessons from COSMOS: Four Years of Iteration on a Game Design Course. Technical Report UCSC-SOE-11-15, 2011.
- Adam M. Smith, Chris Lewis, Kenneth Hullett, Gillian Smith, Anne Sullivan. An Inclusive Taxonomy of Player Modeling. Technical Report UCSC-SOE-11-13, 2011.
- Mirjam P. Eladhari, Anne Sullivan, Gillian Smith, Josh McCoy. AI-Based Game Design: Enabling New Playable Experiences. Technical Report UCSC-SOE-11-27, 2011.