Game Design Is Generative Design

Generative design - the use of randomness, simulation or complex algorithms as part of a creative work - remains an uncommon skillset in the games industry. Acquiring familiarity and confidence with generative concepts is difficult and intimidating, which hampers its uptake in games. In this paper we argue that game design is generative design, and that by embracing the two as one and the same we can find new ways to communicate generative thinking to those who are unfamiliar with generative systems. We discuss the history of procedural generation in research and design, as well as reporting on surveys of 261 players and 126 game designers; we introduce the term procedural gameplay system to define a subset of generative systems used in games; and we offer some insights into how drawing an equivalence between these two design practices can yield new approaches and perspectives.

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Publication Details

Journal
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Published
2025-11-07
DOI
https://doi.org/10.1609/aiide.v21i1.36806
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.00
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article

Game Design Is Generative Design

Michael Cook
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Artificial Intelligence in Games
article

Game Design Is Generative Design

Michael Cook
article en

Abstract

Generative design - the use of randomness, simulation or complex algorithms as part of a creative work - remains an uncommon skillset in the games industry. Acquiring familiarity and confidence with generative concepts is difficult and intimidating, which hampers its uptake in games. In this paper we argue that game design is generative design, and that by embracing the two as one and the same we can find new ways to communicate generative thinking to those who are unfamiliar with generative systems. We discuss the history of procedural generation in research and design, as well as reporting on surveys of 261 players and 126 game designers; we introduce the term procedural gameplay system to define a subset of generative systems used in games; and we offer some insights into how drawing an equivalence between these two design practices can yield new approaches and perspectives.

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital EntertainmentVol. 21(1)
King's College London (GB)
Openalex Percentile: Top 82%
Artificial Intelligence in Games
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