Semi-automated level design via auto-playtesting for handheld casual game creation

Edward J. Powley, Simon Colton, Swen Gaudl, Rob Saunders, Mark J. Nelson

Research output: Chapter in Book/Report/Conference proceedingConference PaperResearch

7 Citations (Scopus)


We provide a proof of principle that novel and engaging mobile casual games with new aesthetics, game mechanics and player interactions can be designed and tested directly on the device for which they are intended. We describe the Gamika iOS application which includes generative art assets; a design interface enabling the making of physics-based casual games containing multiple levels with aspects ranging from Frogger-like to Asteroids-like and beyond; a configurable automated playtester which can give feedback on the playability of levels; and an automated fine-tuning engine which searches for level parameterisations that enable the game to pass a battery of tests, as evaluated by the auto-playtester. Each aspect of the implementation represents a baseline with much room for improvement, and we present some experimental results and describe how these will guide the future directions for Gamika.

Original languageEnglish
Title of host publication2016 IEEE Conference on Computational Intelligence and Games (CIG 2016)
EditorsTommy Thompson
Place of PublicationPiscataway NJ USA
PublisherIEEE, Institute of Electrical and Electronics Engineers
Number of pages8
ISBN (Electronic)9781509018833, 9781509018826
ISBN (Print)9781509018840
Publication statusPublished - 2016
Externally publishedYes
EventIEEE Symposium on Computational Intelligence and Games 2016 - Santorini, Greece
Duration: 20 Sep 201623 Sep 2016 (Website & Proceedings)

Publication series

NameIEEE Conference on Computatonal Intelligence and Games, CIG
PublisherIEEE, Institute of Electrical and Electronics Engineers
ISSN (Print)2325-4270
ISSN (Electronic)2325-4289


ConferenceIEEE Symposium on Computational Intelligence and Games 2016
Abbreviated titleCIG 2016
Internet address

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