Yisti Vita Via
University of Pembangunan Nasional Veteran Jawa Timur

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Procedural Level Generation For 2D Platformer Games Based On Graph And Chunk Akmal Zidan Fahreza; Chrystia Aji Putra; Yisti Vita Via
Journal of Computer Science and Technology (JOCSTEC) Vol 4 No 3 (2026): JOCSTEC - September
Publisher : PT. Padang Tekno Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59435/jocstec.v4i3.828

Abstract

Level design is one of the key components in determining the gameplay experience in 2D platformer games. However, manual level design is time-consuming and difficult to scale. Graph theory can be used to represent the abstract structure of a level, with nodes as spatial units and edges as paths connecting those spaces. The problem is that this graph structure cannot always be directly translated into a valid and playable physical layout due to platformer constraints, such as jump height, safe distance, and gravity. This research proposes a chunk-based transformation approach, in which each graph node is represented as a fixed-size level chunk containing a platform layout, obstacles, and entry and exit points. The transformation of the graph into a physical level is carried out through the selection, arrangement, and alignment of chunks based on the graph’s topology. This study aims to design a framework for transforming an abstract graph G=(V,E) into a chunk-based 2D platformer level layout. The method used is qualitative-descriptive, involving the formulation of a graph model, rules for mapping and arranging chunks, and playability criteria. The results of the study reveal three main stages: mapping vertices to corresponding chunks, arranging chunks according to the graph’s structure, and validating reachability using an automatic path-finding agent.