Abstract
This paper is a reflection on the process of designing and developing a character backstory generation system prototype following literary analysis of idealized textual outputs. An overview of previous generative systems (both academic and commercial) and some of the design priorities associated with these systems is described in order to set a context for the project. The design process is then described, with particular focus on the creation of the idealized outputs and their purpose. Finally, the learning outcomes following initial generative texts created by the prototype engine are shared, weighing the pros and cons of both the design approach, the resulting generator and its outputs.
| Original language | English |
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| Title of host publication | FDG '22 |
| Subtitle of host publication | proceedings of the 17th International Conference on the Foundations of Digital Games |
| Editors | Kostas Karpouzis, Stefano Gualeni, Johanna Pirker, Allan Fowler |
| Place of Publication | New York |
| Publisher | Association for Computing Machinery (ACM) |
| Number of pages | 9 |
| ISBN (Print) | 9781450397957 |
| DOIs | |
| Publication status | Published - 4 Nov 2022 |
| Event | 17th International Conference on the Foundations of Digital Games: Games as culture and communication - Panteion University of Social and Political Sciences, Athens, Greece Duration: 5 Sept 2022 → 8 Sept 2022 Conference number: 17th http://fdg2022.org/ |
Conference
| Conference | 17th International Conference on the Foundations of Digital Games |
|---|---|
| Abbreviated title | FDG 2022 |
| Country/Territory | Greece |
| City | Athens |
| Period | 5/09/22 → 8/09/22 |
| Internet address |
Keywords
- Text generation
- Creative writing
- Literary analysis
- Narrative design