Although other genres have used procedural level generation to extend gameplay and replayability, platformer games have not yet seen successful level generation. This paper proposes a new four-layer hierarchy to represent platform game levels, with a focus on representing repetition, rhythm, and connectivity. It also proposes a way to use this model to procedurally generate new levels.
No takes yet. Share an insight, caveat, or question.
Compton et al. (2006) studied this question.
Synapse has enriched 5 related papers. Consider them for comparative context: