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    <link>https://www.um.edu.mt/library/oar/handle/123456789/86560</link>
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    <pubDate>Tue, 14 Jul 2026 01:24:04 GMT</pubDate>
    <dc:date>2026-07-14T01:24:04Z</dc:date>
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      <title>Generating multifaceted content in games : a study on levels and sound</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/89783</link>
      <description>Title: Generating multifaceted content in games : a study on levels and sound
Abstract: Audio is an often overlooked aspect of digital games as it consistently remains&#xD;
unnoticeable to players entwining perfectly with the on-screen experience. Good&#xD;
sound design is considered to enhance the interactive experience, never overshadowing either the narrative or visuals of the game. Audio can be used to convey&#xD;
information about the world nearby (e.g. footsteps, voices), simulate real-world&#xD;
soundscapes (e.g. rain or wind), and enhance the experience of the on-screen&#xD;
drama and gameplay sequences. Narrative-heavy games, such as Amnesia: The&#xD;
Dark Descent (Frictional Games, 2010), rely heavily on emotional progressions&#xD;
that unveil during play. Players are tasked to push through situations that evoke&#xD;
fear, relief or even confusion, perfectly conveyed by the synchronization of both&#xD;
visual and audio facets; for instance, sombre music slowly fades in as players&#xD;
gradually step into an unlit room.&#xD;
Procedural content generation is a popular field within digital game AI research,&#xD;
however most work tends to focus specifically on the creation of virtual spaces.&#xD;
This thesis argues that this type of generation can be quite limiting, especially&#xD;
for certain types of genres. By interweaving different facets in the content creation process, as is done in actual game development, can potentially provide a&#xD;
deeper and a more exciting experience for the players. This thesis introduces a&#xD;
system called Sonancia, an autonomous content generator capable of constructing horror levels and their respective soundscapes. A number of AI techniques&#xD;
have been used and tested for both the construction of levels that adapt to a user&#xD;
(or a machine) defined progression of emotion, and the creation of soundscapes&#xD;
that adapt to these emotional progressions. Sonancia is evaluated thoroughly&#xD;
via extensive user studies
Description: PH.D.</description>
      <pubDate>Sun, 01 Jan 2017 00:00:00 GMT</pubDate>
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      <dc:date>2017-01-01T00:00:00Z</dc:date>
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