To make sense of dungeons

Together with the growth of procedural content generation in game development, there is a need for a viable generation method of procedural context to make sense of the content within game space. Previous research discusses how interactivity and narrative are almost opposite of each other and when c...

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Bibliographic Details
Main Authors: Tolinsson, Simon, Flodhag, Alexander
Format: Others
Language:English
Published: Malmö universitet, Fakulteten för teknik och samhälle (TS) 2020
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20865

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