Dr Victoire Hervé - Looking for work
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vherve.bsky.social
Dr Victoire Hervé - Looking for work
@vherve.bsky.social
Phd student in Procedural Content Generation in games. Ex game engine developper. Level design mad scientist.🤘🏳️‍⚧️🇫🇷
It is a huge sword with tons of FXs, making it highly noticiable. But a seasoned player can recognise it, and deduct its wielder is a powerful character. And in a PvP context, players might be inclined to runaway from someone holding this blade.
September 24, 2025 at 2:42 PM
They are tall building, standing out from the landscape. They usually are historic buildings, such as dungeons, minarets, cathedrales. And they also unlock parts of the map when they are climbed. Therefore, a player spotting a tall building in such games might be inclined to climb it.
September 24, 2025 at 2:42 PM
Monuments are landmarks which evoke something. It could be related to the game story, real life tropes or cultures, etc. PCG settlements in NMS or Starfield, can have visibles variation depending on past event, the faction holding them, etc. The wreck in Subnautica gives all needed context.
September 24, 2025 at 2:42 PM
Landmarks are the features that the player notices. Either because of their salience (e.g. how they stand out from the rest of the generated artefact), or properties such as a flashy color, loud SFX, etc. Think of a tall elevation on a Minecraft map, or the bright red paths in Mirror's Edge level.
September 24, 2025 at 2:42 PM
Based on our previous research, we wanted a framework aiming at capturing 3 types of features: noticiability, evocativeness, and offered affordances.
LaMB is based on these three features and draw inspirations from various field such as theme park design.
September 24, 2025 at 2:42 PM
September 18, 2025 at 10:01 AM