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Using semiotic grammars for the rapid design of evolving video game mechanics
2010
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games - Sandbox '10
In prior work, we proposed the model of cardboard semiotics. The model applies the use of semiotics (the study of signs and symbols and their interpretations) as a conceptual prototyping tool for game story development. In this paper we adapt the theoretical principle of cardboard semiotics towards an engineered formalism for the design of game mechanics. We first provide a brief introduction to video game literacy, a key method of semiotic analysis, and examples of the new approach by looking
doi:10.1145/1836135.1836139
fatcat:xcandoymy5cjbheogn4w6ohp7a