Joris Dormans

dblp:41/1239 · DBLP profile ↗
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6ranked-venue papers
2as first author
3since 2021 · last 2026
0000-0001-7033-1292ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 first-author
YearPublicationVenuePosition
2026 What game developers actually want from procedural level generation tools
abstract
Academic research has produced numerous innovative PCG techniques, yet procedural level design remains unevenly adopted across the game development community. To understand why, we conducted a comprehensive survey of 120 game development professionals examining what developers actually experience when working with procedural tools. The survey covered current tool usage, adoption barriers, technical preferences, and future needs across level designers, game designers, technical artists, environment artists, programmers, and researchers. We present and analyze the survey responses using various techniques and visualizations. In addition, we developed an interactive online tool for anyone to explore patterns across demographic data segments and draw their own interpretations.
Bojan Endrovski, Joris Dormans, Rafael Bidarra
FDG2
2025 Maintenance in Procedural Level Design: Lessons from Ludoscope
abstract
Procedural level generation empowers level designers with tools for generating many levels from a single specification, while engi- neers maintain the level generator. Despite advances in procedural techniques, little is known about their impact on long-term system maintenance. We explore how Domain-Specific Languages (DSLs) can help improve procedural level design processes, and support maintenance by integrating level design sketches into generator- agnostic tools. This short paper examines the evolution of Ludo- scope, a state-of-the-art level generator used in the games Unex- plored 1 and 2. In over a decade, it has grown in complexity, with Unexplored 2’s generator now containing over 20K rewrite rules. We investigate how Ludomotion addressed maintenance chal- lenges, and how this impacts procedural level design. Our approach combines: 1) a bottom-up analysis of Ludoscope; and 2) a top-down exploration of a generic DSL for “level blueprints”. This paper con- tributes the first step and discusses ongoing work on a reusable framework for procedural level design. Our work takes a promising first step towards industrial-strength maintenance solutions.
Daria Protsenko, Joris Dormans, Riemer van Rozen
FDG2
2022 Debugging Procedural Level Designs with Mental Maps
abstract
Procedural Level Generation provides tools and techniques for generating many game levels from a single specification. Instead of creating levels by hand, level designers make use of generators that automate the creation process. However, iteratively improving a level’s design requires encoding generators of adventures, puzzles and encounters in notations that bear little resemblance to generated content. Raising the level quality is difficult, because it is hard to reason about bugs that can manifest inside generated content.
Riemer van Rozen, Joris Dormans, Georgia Samaritaki
FDG2
2014 Adapting game mechanics with Micro-Machinations
Riemer van Rozen, Joris Dormans
FDG2
2011 Integrating Emergence and Progression
Joris Dormans
DiGRA Conference1
2011 Generating Missions and Spaces for Adaptable Play Experiences
abstract
This paper investigates strategies to generate levels for action-adventure games. For this genre, level design is more critical than for rule-driven genres such as simulation or rogue-like role-playing games, for which procedural level generation has been successful in the past. The approach outlined by this article distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. It discusses the merits of different types of generative grammars for each individual step in the process. Notably, the approach acknowledges that the online generation of levels needs to be tailored strictly to the actual experience of a player. Therefore, the approach incorporates techniques to establish and exploit player models in actual play.
Joris Dormans, Sander Bakkes
IEEE Trans. Comput. Intell. AI Games1