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Xu & Verbrugge: Turning gravity and time into coordinates of the level generator — Fukai Reads
A peer-reviewed FDG 2026 paper by Kaijie Xu and Clark Verbrugge of McGill University. Level generators have long built geometry first and checked mechanics such as gravity inversion or moving platforms afterwards. This paper promotes the mechanic itself to a coordinate axis, searching a larger graph in which (x, y) is joined by a layer index or a timestamp. Switch-spacing error falls to 0.000-0.002 and alternative-route robustness reaches roughly nine to ten times that of an unguided baseline.
Geheeb et al.: Let an LLM Poke at Your Game Design Pillars — Fukai Reads
A paper on game design pillars and LLMs by Julian Geheeb and colleagues at the Technical University of Munich. Pillars are heavily used in industry but almost unexamined academically; the paper gives them a formal definition and quality criteria, then hands structural checking, contradiction detection and feature evaluation to an LLM in a prototype called SPINE. A 42-hour game jam and interviews with four developers produce a consistent picture: useful at the moment of putting a pillar into words, thinning with each rewrite iteration, and unable to recognise deliberate juxtaposition when flagging contradictions. Peer-reviewed at FDG '26.
