Launchpad: Rhythm-Based Level Generation for 2D Platformers

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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.

Other people who have contributed to this project are students Mee Cha, Mike Treanor, and Martin Jennings-Teats, and professors Jim Whitehead, Michael Mateas, and Noah Wardrip-Fruin.

Enhancing Introductory Programming with Game Technology

The goal of this project was to make computer science more engaging for introductory programming students through the use of computer game technology. We deployed a set of assignments based on a Virtual Pets game, where the students could exercise their creativity by programming different scenes and pet behaviors. The introductory course teaches basic programming concepts such as control flow and arrays using Java; the assignments we gave were analogous in difficulty to more traditional assignments, but used a more compelling and interactive computer game world. This work was done with Professors Jim Whitehead and Charlie McDowell.