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Improving A Stealth Game Level Design Tool
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  • Journal title : Journal of Korea Game Society
  • Volume 15, Issue 4,  2015, pp.29-38
  • Publisher : Korea Game Society
  • DOI : 10.7583/JKGS.2015.15.4.29
 Title & Authors
Improving A Stealth Game Level Design Tool
Na, Hyeon-Suk; Jeong, Sanghyeok; Jeong, Juhong;
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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.
Game level design;First-Person Shooter game;Collision detection algorithm;
 Cited by
J. Tremblay, P. A. Torres, N. Rikovitch, and C. Verbrugge, "An exploration tool for predicting stealthy behaviour", Proc. of the 2013 AIIDE Workshop on Articial Intelligence in the Game Design Process, pp.34-40, 2013.

J. Tremblay, P. A Torres, and C.Verbrugge, "An algorithmic approach to analyzing combat and stealth games", Proc. of the 2014 IEEE Conference on Computational Intelligence and Games (CIG), pp.1-8, 2014.

J. Tremblay, P. A. Torres, and C. Verbrugge, "Measuring Risk in Stealth Games", Proc. of the 9th International Conference on Foundations of Digital Games (FDG), 2014.

Q. Xu, J. Tremblay, and C. Verbrugge, "Procedural Guard Placement for Stealth Games", Proc. of the 5th workshop on Procedural Content Generation (PCG), 2014.

Q. Xu, J. Tremblay, and C. Verbrugge, "Generative Methods for Guard and Camera Placement in Stealth Games", Proc. of the Tenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2014.

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