Gillian Smith
Publication record assembled from the DBLP archive of ranked conferences.
Papers indexed
36
Venues
6
Active years
2008–2025
Best venue rank
A*
Where they publish
Papers
36 indexed papers, newest first.
| Year | Venue | Title | Authors |
|---|---|---|---|
| 2025 | FDG | Shifting Genres: Limits of Video Game Genre Taxonomy in Roguelikes. | Josiah D. Boucher, Yunus Dogan Telliel, Gillian Smith |
| 2024 | CHI | Is Resistance Futile?: Early Career Game Developers, Generative AI, and Ethical Skepticism. | Josiah D. Boucher, Gillian Smith, Yunus Dogan Telliel |
| 2024 | FDG | Game Development as Project-Based Learning: Synthesizing Postmortems of Student-Created Mobile Games. | Max Chen, Gillian Smith |
| 2024 | SIGCSE | Pairing Ungrading with Project-Based Learning in CS1 for Inherently Flexible Course Design. | Gillian Smith |
| 2023 | FDG | Impact of BCI-Informed Visual Effect Adaptation in a Walking Simulator. | Max Chen, Erin Solovey, Gillian Smith |
| 2020 | CHI | Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development. | Giovanni Maria Troiano, Qinyu Chen, ngela Vargas-Alba, Gregorio Robles, Gillian Smith, Michael P. Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld |
| 2019 | CHI | Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators. | Matthew Guzdial, Nicholas Liao, Jonathan Chen, Shao-Yu Chen, Shukan Shah, Vishwa Shah, Joshua Reno, Gillian Smith, Mark O. Riedl |
| 2019 | FDG | Evaluation of an automatically-constructed graph-based representation for interactive narrative. | Nathan Partlan, Eln Carstensdttir, Erica Kleinman, Sam Snodgrass, Casper Harteveld, Gillian Smith, Camillia Matuk, Steven C. Sutherland, Magy Seif El-Nasr |
| 2018 | FDG | Games crafters play. | Anne Sullivan, Anastasia Salter, Gillian Smith |
| 2017 | CHI | Mixed-Initiative Creative Interfaces. | Sebastian Deterding, Jonathan Hook, Rebecca Fiebrink, Marco Gillies, Jeremy Gow, Memo Akten, Gillian Smith, Antonios Liapis, Kate Compton |
| 2017 | FDG | Exploring emerging design patterns in student-made climate change games. | Jackie Barnes, Amy K. Hoover, Borna Fatehi, Jess Moreno-Len, Gillian Smith, Casper Harteveld |
| 2017 | FDG | Designing | Isabella Carlsson, Jeanie Choi, Celia Pearce, Gillian Smith |
| 2017 | FDG | AI-assisted analysis of player strategy across level progressions in a puzzle game. | Britton Horn, Amy K. Hoover, Yetunde Folajimi, Jackie Barnes, Casper Harteveld, Gillian Smith |
| 2017 | FDG | What do we value in procedural content generation? | Gillian Smith |
| 2017 | IUI | Design of Playful Authoring Tools for Social and Behavioral Science. | Casper Harteveld, Nolan Manning, Farah Abu-Arja, Rick Menasce, Dean Thurston, Gillian Smith, Steven C. Sutherland |
| 2016 | CHI | Untitled record | Lea Albaugh, April Grow, Chenxi Liu, James McCann, Gillian Smith, Jennifer Mankoff |
| 2016 | CHI | eBee: Merging Quilting, Electronics & Board Game Design. | Celia Pearce, Gillian Smith, Jeanie Choi, Isabella Carlsson |
| 2016 | SIGCSE | Design Insights into the Creation and Evaluation of a Computer Science Educational Game. | Britton Horn, Christopher Clark, Oskar Strom, Hilery Chao, Amy J. Stahl, Casper Harteveld, Gillian Smith |
| 2015 | FDG | Towards a Procedural Evaluation Technique: Metrics for Level Design. | Alessandro Canossa, Gillian Smith |
| 2015 | FDG | AI-based Games: Contrabot and What Did You Do? | Michael Cook, Mirjam Eladhari, Adam M. Smith, Gillian Smith, Tommy Thompson, Julian Togelius, Alexander Zook |
| 2015 | FDG | Formalizing Non-Formalism: Breaking the Rules of Automated Game Design. | Michael Cook, Gillian Smith |
| 2015 | FDG | An Analog History of Procedural Content Generation. | Gillian Smith |
| 2015 | FDG | AI-based Game Design Patterns. | Mike Treanor, Alexander Zook, Mirjam P. Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, Adam M. Smith |
| 2015 | SIGGRAPH | eBee: an electronics quilting bee and game. | Isabella Carlsson, Jeanie Choi, Gillian Smith, Celia Pearce |
| 2014 | CHI | Understanding procedural content generation: a design-centric analysis of the role of PCG in games. | Gillian Smith |
| 2014 | FDG | A comparative evaluation of procedural level generators in the Mario AI framework. | Britton Horn, Steve Dahlskog, Noor Shaker, Gillian Smith, Julian Togelius |
| 2012 | FDG | PCG-based game design: creating Endless Web. | Gillian Smith, Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin |
| 2012 | SIGCSE | The five year evolution of a game programming course. | Gillian Smith, Anne Sullivan |
| 2011 | FDG | PCG-based game design: enabling new play experiences through procedural content generation. | Gillian Smith, Elaine Gan, Alexei Othenin-Girard, Jim Whitehead |
| 2011 | FDG | Lessons in teaching game design. | Anne Sullivan, Gillian Smith |
| 2011 | ICIDS | Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games. | Gillian Smith, Ryan Anderson, Brian Kopleck, Zach Lindblad, Lauren Scott, Adam Wardell, Jim Whitehead, Michael Mateas |
| 2010 | FDG | Analyzing the expressive range of a level generator. | Gillian Smith, Jim Whitehead |
| 2010 | FDG | Polymorph: dynamic difficulty adjustment through level generation. | Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin |
| 2010 | FDG | Tanagra: a mixed-initiative level design tool. | Gillian Smith, Jim Whitehead, Michael Mateas |
| 2009 | FDG | Rhythm-based level generation for 2D platformers. | Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas |
| 2008 | SIGGRAPH | A framework for analysis of 2D platformer levels. | Gillian Smith, Mee Cha, Jim Whitehead |