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