Her name is Angelina: she runs on a heavy-duty Mac server and she's building some addictive computer games for you. Angelina (a tail-recursive acronym for "A Novel Game-Evolving Labrat I've Named ANGELINA") is a project in evolutionary computing by Michael Cook, a PhD candidate at Imperial College in the UK.
"Ernest Cline, the author of the science fiction novel Ready Player One, is quick to identify himself as a proud member of geek culture, and like any other geek, he's willing to go to extremes to satisfy his interests in classic video games and 80's retro-cool."
"This project involves developing an action-platformer game for the Flash platform. The user controls
a character who must progress through levels, while avoiding obstacles, collecting items and fighting
many types of enemies. Role-playing game elements such as equipment and upgrades support user
customization and varied battle strategies.
Developing a successful Flash game involves several factors. Flash games must be simple to get
into, yet rewarding to play in both short and long sessions. Flash games must be accessible to a
wide audience; both in terms of user preferences and technical limitations. Finally, Flash games must
offer something unique to stand out from the crowd, in a market where hundreds of free games are
published every month. This report covers the research, design and implementation done to achieve
these requirements, in terms of game mechanics, interface, level design, visual design, accessibility
options, and replay value.
Technical challenges include building, testing and optimizing a game engine and interface from
scratch, balancing the game mechanics and difficulty, and structuring the whole development process
in a way that enables easy creation of new content.
In addition to game design and development, this project also deals with the business aspects of
developing online games; how games generate revenue, how they are marketed and distributed, and
developing trends in the consumer market.
Project success in different areas has been evaluated through usability studies, user ratings and reviews,
and vast quantities of usage and distribution statistics. Overall, the project has been a success
in terms of user reception and generated revenue, and the final section of this report includes plans for
a second game, utilizing and building upon the same game engine and mechanics."
From the abstract: "A serious game for construction planning and scheduling education must
provide an authentic environment for gameplay. To achieve this requirement, the
game environment must be created from CAD drawings of a real project. The game
engine must have components for providing timely scaffolding and support to the
user. Storing the vast amount of data for a real project requires data structures
optimized for fast rendering at the same time easily accessing and manipulating
building elements and element data.
This paper discusses a game engine developed for creating construction
planning and scheduling educational games. The game engine is designed from
scratch for performance and flexibility. It includes a component for directly importing
data from a Revit model for building the game environment, interfaces Microsoft
Project for scheduling, includes a feedback module, and a scoring system for
measuring user performance."