
Roguelike Radio Episode 53: Game Design in Academia
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Nov 22, 2012 Listen as Darren Grey, Tom Betts, Michael Cook, Ian Horswill, Leif Foged, and Andrew Doull discuss the intersection of game design and academia. They explore automated game design, constraint technology, crossover between game design and other fields, designing games with a multi modular AI program, exploring 3D roguelike game development in Unity, procedural content generation in a dungeon crawler game, presenting academic concepts to a general audience, moving beyond copying existing games, open access to academic research in game design, challenges and solutions in collaboration between academic and indie game development communities, challenges of procedural content in game design, and an open source bibliography database and academic events.
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Jams Produce Genre-Disrupting Ideas
- Indie jams and small experiments generate novel genre blends and mechanics more easily than big studios.
- Roguelike community events repeatedly surface fresh ideas in short timeframes.
Ask Authors Directly For Papers And Code
- Academics generally want to open-source their code, but time and institutional constraints delay releases.
- Email authors for PDFs and request code; many will share papers or repos on request.
Improve The PCG Wiki With Practical Notes
- Contribute to the PCG Wiki and tag useful papers with short notes to help developers find relevant research.
- Add implementations, summaries, and usage tips to make papers actionable for indies.
