In my MSc. thesis last year, June 2015, I have re-tackled the problem of procedurally generating content for physics-based games I have previously investigated in my BSc. graduation thesis. This time around I propose two novel methods: the first is projection based for faster generation of physics-based games content. The other, The Progressive Generation, is a generic, wide-range, across genre, customisable with playability check method all bundled in a fast progressive approach. This new method is applied on two completely different games: NEXT And Cut the Rope. And a Ropossum video here: Continue reading [Master Thesis] Ultra Fast, Cross Genre, Procedural Content Generation in Games
I had this cool oppurtionty in Syria (organized by Wikilogia) to talk about my experience with games (as an independent researcher with ITU of Copenhagen and as an indie game developer) to share my game development experience with others in a 2-hour session. You can look at my intro slide here in slideshare. Continue reading Indie Game Developer vs Researcher
Hi again! After a while! I’m very happy to introduce my latest game on Android, #SyncSeven. The game is a procedurally generated music game. It’s about enchanting your visual perception, feelings and musical taste! Just sync your taps with turns generated according to the peaks in the music. The more rapid the music the faster you should be, it’s the black and white Burst Mode! A bit hard at first, but the more you play, the more you will feel the music, and the more you’ll enjoy. Now FREE on Google Play here And a trailer here. Enjoy! Feedback welcomed! Continue reading #SyncSeven, my newest game on Android!
This should be added to the title: “till the end of Oct. 2014” I had this cool oppurtionty to have a 1.5-hour talk in ITU of Copenhagen about my work on game so far. My experience with Procedural Content Generation for Physics-based Games (My work on Ropossum), my work with player modelling (the first ever adaptive first-person shooter game) and my future work on a novel approach for ultra-fast generation across different game genres. Continue reading Showcase of My Research on Games & AI
There you are! Some graphics of my new game! Hope you interested! Continue reading First look on some graphics of my “NEXT” upcoming game!
So! There’s a newer version of Ropossum! The new version of Ropossum will feature a new [awesome] functionality for players and designers alike. (if you don’t know about Ropossum.. uh.. com’on, who don’t know about it?! take a look here and here.) Peek view on the new version is the following screen shots (which I hope you may not understand :P) Ropossum V2.0 will feature two new agents and an improved user interface for easy realtime interaction with the system (for example and to keep you interested, generating levels is a massive 35 times faster than the previous version by one of the two new … Continue reading New version of Ropossum V2.0 is coming soon!
This was the seminar I did in Artificial Neural Networks (ANN) back in 2011 at F.I.T.E Damascus, Syria. I encountered the problem of generating game content based on players preferences. For this, I have discussed two papers in the seminar: Towards Automatic Personalized Content Generation for Platform Games. Noor Shaker, Georgios N. Yannakakis, Member, IEEE, and Julian Togelius, Member, IEEE Feature Analysis for Modeling Game Content Quality. Noor Shaker, Georgios N. Yannakakis, Member, IEEE, and Julian Togelius, Member, IEEE It’s interesting to say that I have been supervised by Noor Shaker (one of the author of the two mentioned papers) for … Continue reading Adaptive Games Content Generation for 2D Mario