Joris Dormans

According to our database1, Joris Dormans authored at least 14 papers between 2006 and 2022.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2022
Debugging Procedural Level Designs with Mental Maps.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

2018
Wonderful Design: Applying Appraisal Theory to Procedural Level Generation.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

2017
Arguing on the Holodeck.: Designing Immersive Interactive Entertainment with Persuasive Intent.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Playable Experiences at AIIDE 2017.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2014
Adapting game mechanics with Micro-Machinations.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

2012
The Effectiveness and Efficiency of Model Driven Game Design.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Generating Emergent Physics for Action-Adventure Games.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

2011
Generating Missions and Spaces for Adaptable Play Experiences.
IEEE Trans. Comput. Intell. AI Games, 2011

Level design as model transformation: a strategy for automated content generation.
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, 2011

Integrating Emergence and Progression.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011

Simulating Mechanics to Study Emergence in Games.
Proceedings of the Artificial Intelligence in the Game Design Process, 2011

2010
Adventures in level design: generating missions and spaces for action adventure games.
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 2010

2006
On the Role of the Die: A brief ludologic study of pen-and-paper roleplaying games and their rules.
Game Stud., 2006

The Hacker: New Mythical Content of Narrative Games.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2006


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