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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Dungeon (QtD): Towards a Tool that Supports Collaboration between Narrative and Level Designers</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Oscar Boutani</string-name>
          <email>oscar.boutani@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sam Shariati</string-name>
          <email>shariati.sam@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alberto Alvarez</string-name>
          <email>alberto.alvarez@mau.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Procedural Content Generation, Quest Design, Challenges in Game Development, Quest-Driven Generation</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Game Lab, Malmö University</institution>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Research Centre for Imagining and Co-Creating Futures, Malmö University</institution>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <abstract>
        <p>Quest to Dungeon (QtD) is a tool designed to bridge the gap between narrative design and procedural level generation in games, two processes that are typically developed in isolation from each other. QtD connects narrative design with level design by enabling designers to create quests by combining tasks in a grid interface, where each narrative task automatically generates corresponding dungeon rooms using task-specific algorithms. We evaluated QtD through a user study (N=8) where all participants created first a quest with two endings, and then a quest without constraints. Our results showed that participants found the tool intuitive and efective in visualizing how narrative objectives translate into level design. QtD helped enable faster iteration cycles for the participants, who speculated about its possible benefits for collaboration and communication between narrative and level designers.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Narrative and Level Designers</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        Collaboration and communication challenges permeate game development at diferent levels and
development stages [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1, 2, 3</xref>
        ]. One reason for this is how heterogeneous teams are, with developers
from distinct disciplines working together towards a shared goal. Yet, they might not have a shared
understanding, language, and terminology. In this paper we present Quest to Dungeon (QtD), a tool
developed for quest-constrained generation focusing on how manually placed quest-task actions can
influence level generation and vice-versa in early prototyping. We also focus on a significant real-world
problem that persists in game development, PCG systems and narrative (and narrative elements such
as quests) design are typically developed in isolation, resulting in disconnected deployment. In QtD,
designers use a node grid to make quests that then are automatically turned into levels. Designers can
compose a main quest and subquests with alternative routes and optional tasks. These tasks are then
used to generate a proposed level layout relevant to the tasks and that interconnects them. The spatial
layout of the quests and levels is the same in a 6x6 grid, which forces the level layout to track 1-to-1 the
layout of the quests. The level layout, while not modifiable, is created with the possibility to be used
as-is, or as a way for designers to communicate their ideas to diferent teams on what they imagine the
level design or narrative to be. QtD’s long-term goal is to help the communication and collaboration
between narrative and level designers at early production stages.
      </p>
      <p>
        We focus on quest design and its implication within the overall game design, particularly the impact
on level design. This is because narrative and level (or space) facets are linked and complement each
other [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ]; thus, the design of either and their generation benefits from a more holistic design. Within
research there exist many examples of these being interconnected for Procedural Content Generation
(PCG) [
        <xref ref-type="bibr" rid="ref5 ref6 ref7">5, 6, 7</xref>
        ]. Similarly, the game industry has worked with similar objectives, mainly trying to either
ift generated quests in the gameworld or human-authored quests in generated levels. For instance,
      </p>
      <p>CEUR
Workshop</p>
      <p>ISSN1613-0073</p>
      <p>
        The Elder Scrolls V: Skyrim[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] infamously uses radiant quests (procedural objectives) but deploys them
in generic, repetitive dungeons, creating a disconnect between narrative goals and level design [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
This approach leads to ineficiencies: level designers constantly need to align environments with quest
requirements, while narrative designers lack tools to ensure their objectives are supported by the
generated content. The result is increased iteration time, inconsistent player experiences, and missed
opportunities for fun replayability.
      </p>
      <p>We evaluated the efectiveness of QtD and how it could be used through a user study (N=8) where
we collected qualitative feedback and tool logs. Our results indicate that QtD was easy-to-use, helped
visualise how quests and tasks could be placed in level design with faster iteration cycles. Participants
also speculated about how it could be used in practice and for collaboration between departments and
designers, emphasizing its role in brainstorming, setting a clearer plan, and communication.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Related Work</title>
      <p>
        Narrative is a key facet in games and has a strong relation with the gameworld, levels, and in general
spaces where the game will take place [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Within the narrative facet and PCG, quests have been the
target of a large body of research for generating them such as Questbrowser [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], a quest design tool
where users can query the system for ideas and alternatives and the work by Grinblat and Bucklew [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]
in “Caves of Qud”, dynamically generating quests constrained by the world and authored templates.
Combining quests and level generation has also been explored with interesting results. Questgram [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]
enable designers to create quests and receive recommendations on what task to add next based on their
current quest and the dungeon composed of both human-authored and generated rooms. Taksim [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]
focuses on combining generated mission graphs with game spaces using answer-set programming.
Dormans and Bakkes [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] generated missions and spaces with grammars have also been used for
Unexplored and Unexplored 2. While these systems show the possibilities of connecting the two facets,
how content limits and interact with each other is unclear as well as how human-authored content
could fit with generated content, which is one of the goals with QtD. Yet, significant challenges remain
when trying to connect quests and levels automatically as well as the communication and collaboration
challenges that exist when designing these. Mixed-initiative PCG systems could help mitigate some of
these challenges by giving designers control leveraging automatic generation.
      </p>
      <p>
        The interest and challenge of aligning quests and levels, as well as human-authored content (either
quest or levels) with automatic generation has also being the object of discussion within the game
industry. Levine [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] described the process required to align BioShock’s narrative objectives with level
design, while Smith and Colantonio [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] discussed Arkane Studios’ “narrative ecology” approach that
places story elements within environmental design for Dishonored[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Games such as Hitman (2016)
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] uses “opportunity” structures that place narrative moments within level design, allowing players
to discover and trigger quests through environmental interaction. The Legend of Zelda: Breath of
the Wild [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] uses “chemistry engine” principles where quest objectives interact with environmental
systems, creating narrative possibilities within designed spaces.
      </p>
    </sec>
    <sec id="sec-4">
      <title>3. Quest to Dungeon Tool</title>
      <p>QtD takes a narrative-first approach where quest structures drive level generation, in contrast to most
prior systems that combine the two facets, which integrate narrative within the level generation. QtD
follows a modular architecture that separates the quest structure definition from dungeon generation,
giving users full control over the quest structure, while the AI system procedurally generates the
dungeons. QtD was developed in Unity using version 6000.0.36f1.</p>
      <sec id="sec-4-1">
        <title>3.1. Quest Structure Module</title>
        <p>The quest assignment interface uses Unity’s UI system to create an interactive 6×6 grid shown in figure 3
top row. Each grid node consists of a drop-down menu containing multiple task types users can choose
from. For this iteration, users can choose between: Blank - used as placeholder and no task needs
to be done, Gather - tasks related to gathering resources, Find - tasks related to finding resources
or quest items, Fight - tasks related to engaging in combat, Key and Lock - enable a key and lock
task sequence represented as separated tasks that condition each other, Boss - task associated to final
encounters and Custom - placeholder task for users to add their own quest task idea. Once a task type
is selected for a node, a subsequent drop-down appears that allows users to further specialize that task
type and that is related to the task itself (e.g., prototypical quest items appear for a Find task). After
creating a grid node, users can add adjacent grid nodes to the previous one, linking these two nodes
together. Through this graphical process, users can shape diverse sequence of tasks with optional tasks,
secondary objectives, and multiple paths to complete a quest. When a user finalizes a quest structure by
pressing Generate, the system then takes all the tasks and their relative position to generate the rooms
and interconnect them.</p>
      </sec>
      <sec id="sec-4-2">
        <title>3.2. Dungeon Generation Module</title>
        <p>The level layout is the same as the task graph as shown in figure 3 bottom row. The dungeon generation
utilizes Unity’s tile-map system to transform all stored data into 2D tile-based rooms, using the same
dungeon layout as the quest interface. Each task has an analogous level design algorithm for the
creation of the room. The room generation process follows a template-based approach with controlled
randomization to create visual variety while preserving functional requirements. This approach ensures
that, while rooms of the same task type share common characteristics, they maintain visual
distinctiveness. Each room is 25x25 tiles consisting of wall, floor, and treasure tiles as well as special key tiles
for key-lock mechanisms. Patterns with these tiles such as “corridors”, “cages” and “pillars” are also
generated depending on which room to add visual representation to the dungeon layout. The level
cannot be edited as it is meant as the automatic projection of the set of tasks designed by the user, but
can be fully regenerated at any time.</p>
        <p>For each task type, we define a set of room templates that satisfy the fundamental requirements
of that task, Core Structural Elements such as walls and pathways between connected rooms, and
Task-specific Features such as number of enemies and item spawn locations.</p>
      </sec>
      <sec id="sec-4-3">
        <title>3.3. Room Generation</title>
        <p>Rooms are generated based on the tasks that users manually add. Each room pattern includes specific
constraints to ensure that every generated room is feasible. For rooms that include corridors, these are
always fixed in size for the algorithm to guarantee navigability. For rooms that can generate pillars,
additional constraints are applied to ensure that pillars are never placed adjacent to each other or to
walls. The QtD tool contains eight diferent room types and they are exemplified in figure 1.</p>
        <p>Blank Pattern Room (fig. 1.a): The Blank pattern is the default task for every room. It consists
only of an empty layout surrounded by walls and acts more as a room without a task.</p>
        <p>Gather Pattern Room (fig. 1.b): The Gather Pattern Room creates centralized room layouts centered
around a core area with radiating branches. The design features a central hub with a wall structure in
its middle, connected to 3-4 main corridors that extend outward. These main corridors may branch into
smaller side passages, creating exploration opportunities. Items are then placed throughout the room.</p>
        <p>Find Pattern Room (fig. 1.c): The Find Pattern Room generates a maze based on a modified
recursive backtracking approach. The algorithm carves paths through an initially solid block, ensuring
all areas remain connected while maintaining suficient wall thickness between passages.</p>
        <p>Fight Pattern Room (fig. 1.d): The Fight Pattern Room generates layouts with an outer square
boundary and an inner “cage” structure. This creates a room-within-a-room design. The inner area
contains dynamically placed pillars whose number and size adapt based on the number of enemies the
user chose to add to the task.</p>
        <p>Key Pattern Room (fig. 1.e): The Key pattern Room creates a layout with color-coded shapes in the
center of the room. The room features a colored square in the center that is hollowed out by a specific
shape chosen by the user (triangle (red), square (green), circle (blue), and hexagon (yellow)).</p>
        <p>Lock Pattern Room (fig. 1.f): The Lock Pattern Room generates rooms that restrict access to other
areas. The layout features a specific color-coded shape in the center of the room chosen by the user.
Shapes and colors are the same as for the key pattern rooms.</p>
        <p>Boss Pattern Room (fig. 1.g): The Boss Pattern Room creates a spacious, symmetrical layout
designed for boss encounters. The algorithm produces a square room with an outer perimeter of walls
and an open central area. Within this space, eight pillars are positioned in a symmetrical pattern.</p>
        <p>Custom Pattern Room (fig. 1.h): The Custom Pattern Room consists of a blank room with a white
square in the center of the room, where users can write whatever they want inside this white square. It
is primarily used as placeholder of not implemented tasks.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Experiment</title>
      <p>We conducted a user evaluation and collected both data from surveys and data logs from the tool as
participants used the tool. Quantitative metrics (total nodes, branch depth, grid usage percentage,
regenerate events) were logged. Qualitative survey responses were manually analyzed. Quotes were
collected from qualitative questions during the survey. Our study setup consist of first, an online pilot
study with two participants following the same procedure as in-person participants to understand if the
tool required any revision or something in the survey was unclear, and an in-person user study with
eight participants that used the tool for up to 13 minutes. Our goal was to assess the usability of QtD,
its efectiveness in bridging the gap between quest-based narrative approaches and level design, and
understand how it could be used as a communication device by using its automatic level generation.</p>
      <p>Participants were given an explanation of the project and informed consent was collected. They then
viewed an on-screen tutorial pop-up (up to 5 minutes), explaining tool features and task types. During
the evaluation they had first 3 minutes to create a quest with two possible endings to get used to the
tool followed by a 5 minutes free-exploration phase to create a quest without constraints.</p>
    </sec>
    <sec id="sec-6">
      <title>5. Result</title>
      <p>All participants studied or were students of a game development program, had between 2 and 3 years
of game development experience and 6 out of 8 self assessed as programmers while the other 2 as game
designers. 6 out of 8 had worked within narrative design or level design to some extent, while two
others have not worked on that area. Finally, 5 out of 8 (all self-assessed as programmers and with
experience in narrative or level design) have previously worked with PCG tools and algorithms.</p>
      <sec id="sec-6-1">
        <title>5.1. Data from the QtD tool</title>
        <p>Data collected from the tool logs shows the total distribution of task types across the two quest creation
tasks (Quest 1 - 3 minutes, and Quest 2 - 5 minutes). For Quest 1, which consisted of users designing a
dungeon with two separate endings, the Fight task was the most frequently utilized (31 instances),
followed by nearly equal usage of Blank (19), Gather (19), and Find (18) tasks. Key (16), Lock (14), and
Boss (13) tasks were moderately used, while the Custom task was used sparingly (5 instances). This
distribution suggests that combat-focused narrative elements were prioritized in the first quest design,
which is expected as the tasks are biased towards this type of quests. Quest 2, which consisted of users
being able to freely explore and design a dungeon, showed a slight diference in design approach. Fight
tasks still dominated but with less frequency (45 instances), a significant rise in Find tasks however
occurred (39 instances compared to 18 in Quest 1). Gather tasks also increased from 19 to 26 instances.
This shift could indicate that as designers gained familiarity with the tool, they incorporated more
exploration and collection-based narrative elements, creating more complex quest structures.</p>
        <p>The average dungeon size also increased from 17.2 rooms in Quest 1 to 23.5 rooms in Quest 2,
resulting in more elaborated quest structures. The dimensional consistency across sessions, despite the
increased room count, indicates that designers focused on creating denser and more interconnected
quest structures. This suggests that creating more dense and eventful quests are more prioritized than
creating linear quest lines. Lastly, since the tool allows users to switch back and forth between the
quest and dungeon modules, multiple iterations of the same quests were saved each time users moved
back and forth to analyse the diferent ways of using QtD. Figure 3 shows an example of a participant
development process for Quest 2, consisting of four iterations.</p>
      </sec>
      <sec id="sec-6-2">
        <title>5.2. Survey Results</title>
        <p>Tool usability, efectiveness, and interface: The task assignment interface was rated highly intuitive
by participants, with the average score being 7.88/10 (SD=1.25). Most participants highlighted its ease
to use and beneficial visualization, emphasizing that QtD was “easy to understand and [had a] very
good visualization”(p1) and “easy to use, I would probably use it in an early stage of my game”(p2).
This strong usability score indicates that the 6x6 grid system and the node-based design provided
an accessible framework for quest design without requiring extensive technical knowledge. Tasks
included variables that afected generated rooms and gave more control to users. 7 out of 8 participants
found them to have a significant impact on their design process, with the average score being 8.13/10
(SD=1.73). This suggests that the additional task-specific parameters were successful at enhancing the
tool’s flexibility while maintaining its accessibility.</p>
        <p>Participants felt that generated rooms were representative of the specific task (avg. score of 7.63/10
(SD=1.6)) and most of the participants felt that the tool helped them visualize how narrative objectives
translate to physical spaces (avg. score of 8/10 (SD=2.27)). This suggest that the translation from
narrative task to spatial design was clear and coherent with participants highlighting “the visualization
gave the feeling of how the game could look like/time it takes to play,”(p1) and “I was thinking about
patterns, what room should come after another, trying not to have repetivness.”(p2), which show how
their process was influenced by the QtD workflow and that the system successfully conveyed gameplay
pacing and narrative progression.</p>
        <p>Participants also highlighted how tools like QtD “... can make it faster to make levels”(p8) and “would
give a clear plan of what to do and how to do it. leaving no holes in the proccess”(p1) as well as the tool
“give ideas of a level where you can have smaller quest together with a broader quest”(p4) and how “it
could be efective as a “brain storming” tool to help narrative designers easily explain their vision and
ideas to the development team and improving the communication between the two.”. This shows that
having a tool that allows for quick iterative quest development and how that could be seen within level
design is appreciate and could be an important tool to understand design process and collaboration.
However, participants felt mixed about the control over the generation from task to room (avg. score of
5.63/10 (SD=1.51)). This was expected as the room generation takes follow a specific pattern that is not
adapted or controllable by designers, which will be explored in future work.</p>
        <p>Participants highly rated the tool’s potential to reduce dungeon creation iteration time, giving it
an average score of 7.63/10 (SD=1.69). This suggests the tool could efectively reduce iteration time
between quest narration and map design during planning phases.</p>
        <p>Design Process and Workflow Patterns: The qualitative responses revealed consistent patterns
in how participants approached quest design using the QtD tool. In the pre-defined task (Quest 1),
where designers were asked to create a quest with two diferent endings, most participants adopted a
branching structure approach. One participant described their process as creating “a level layout that
had two diferent types of ending, one being focused on fighting, and one being focused on finding the
key and the exit.”(p6) Another mentioned, “Two separate paths, each one with diferent approaches or
types of rooms before reaching the last rooms.” (p5).</p>
        <p>For the free-roam task (Quest 2), participants demonstrated more diverse and complex design
approaches. Many described creating more interconnected pathways and utilizing a broader range of task
types. One participant explained, “I wanted to create a ’World of Warcraft’ type quest, that followed
a linear path, and taking the player on a journey through the diferent tasks that were available to
me.”(p6) Another mentioned focusing on “a puzzle focused dungeon with a lot of locked doors and
keys.”(p3) This evolution in design complexity from Quest 1 to Quest 2 aligns with the quantitative data
showing larger, more diverse dungeons in the second session.</p>
        <p>Several participants described an iterative workflow where they would first establish a layout using
basic tasks and then refine it. One participant explained: “Create a bunch of empty rooms, find a
structure that I liked and then swapped those empty rooms into either fights, gathers, or finds, wherever
I felt like it would fit.”(p2). This suggests that QtD supported a layered design process from a more draft
version towards something participants envisioned in a quick iterative manner.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>6. Discussion</title>
      <sec id="sec-7-1">
        <title>6.1. Integration of Narrative and Level Design</title>
        <p>Our results show the value of coupling game facets such as narrative and level, and the potential of these
to mediate design and collaborative decision-making. Users could quickly see how their quest choices
afected the physical layout, allowing for immediate adjustments. The high rating for efectiveness of
generated rooms that represents the tasks indicates that the translation from narrative design to level
design was largely successful. QtD was able to show how participants process was influenced by the
QtD workflow and that the system successfully conveyed gameplay pacing and narrative progression.
QtD and similar tools could help address challenges with isolated facet development, particularly when
afected by procedural systems such as side quests in Skyrim to create better gameplay.</p>
        <p>The varying efectiveness of diferent task pattern rooms provided insight into what designers value in
procedurally generated content. The Find and Gather algorithms for example rated significantly higher
than the Fight algorithm in terms of how interesting the room layout were, suggesting that designers
prefer room layouts with more complex structural elements. The tool could therefore help designers
to create more complex patterns automatically as a starting point that would be time-consuming to
design manually, rather than simpler and more open layouts. The efectiveness of the specific room
generation algorithms could also suggest how procedural techniques can enhance gameplay in the
context of narrative generated rooms. For example, the Gather pattern algorithm with strategically
placed collection points efectively communicates a scavenger hunt experience, while the Find pattern’s
maze communicates exploration and discovery.</p>
      </sec>
      <sec id="sec-7-2">
        <title>6.2. Collaborative Design Workflows</title>
        <p>
          Collaboration and communication challenges permeate game development [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] and tools like QtD could
enable a better workflow. While QtD was evaluated with a single designer to create quests and see how
generated rooms afected their design and expressed their ideas, our final goal is to explore how QtD
and similar tools might transform collaborative workflows between diferent design specialties. First
steps were taken in that direction as participants expressed that the tool could be used efectively as a
communication medium, for early development phases, and planning work in teams.
        </p>
        <p>Further, our usability results also suggests that QtD simplifies the design process, lowering the
technical barrier to expressing design intent, potentially enabling narrative designers that could have
limited technical skills to communicate layout requirements efectively. This direct translation of
task-types to room structures could also create a vocabulary that can be shared between narrative and
level designers, potentially reducing miscommunication and iteration cycles typically required to align
these two aspects of game design.</p>
      </sec>
      <sec id="sec-7-3">
        <title>6.3. User Development Process</title>
        <p>The data logs showed that most users had an iterative approach to quest development. Users frequently
moved back and forth between the quest and dungeon modules, making adjustments to their quest
structures after seeing the generated layouts (seen in figure 3). This iterative process suggests that the
visual feedback from the dungeon generation could have influenced quest design decisions.
Participants approached the quest development using both a layout-first and narrative-first approach. Some
participants began by establishing a physical dungeon layout of empty rooms that was later populated
with appropriate tasks. One participant described it as: “I just clicked out rooms in a random pattern
then I connected the diferent branches into a flow that would seem nice. After that I began choosing
diferent rooms that would fit together to create a nice game experience.” (p8). However, some users
took a narrative-first approach instead, conceptualizing the quest story before considering dungeon
layout. A participant described: “My idea for the quest was already in my mind when I started to build
the level, so the quest did influence the level but not as much the other way around.” (p4). This shows
that the QtD tool can be flexible enough to be utilized in diferent design approaches.</p>
      </sec>
      <sec id="sec-7-4">
        <title>6.4. Limitations and Future Work</title>
        <p>Our evaluation showed the possibilities of using QtD to bridge quest design and level design. Participants
emphasized its possible use to help communication and collaboration between designers as they
speculated about it, and gave us a good insight into how the tool is used, its efectiveness and the design
process. Yet since we only tested with single users and not with a team, we cannot conclude its usability
as a communication and collaboration tool, which would be the next step for this project.</p>
        <p>The implementation has several structural and expressive limitations. The fixed 6×6 grid, while being
easy to understand, could constraint the scope and complexity of dungeons that designers can create.
Participants created increasingly dense quest structures between quest 1 and 2, suggesting that the
grid size may become a bottleneck for more complex narrative designs. Further, users can only select
eight task types and the room generation follows similar templates for these tasks which could hinder
designers’ expressivity. While participants responded positively to the Find and Gather tasks/rooms,
the scope of narrative expression is still constrained compared to the full spectrum of quest possibilities
in modern game design. The rigid, tile-based room generation also produces geometric layouts that,
while functional, lack the organic feel that many games have.</p>
        <p>
          Therefore, in future iterations of QtD we aim at increasing task-types to include more nuanced
narrative elements such as npc rooms, dialogue, important events etc. as well as common quest task
types that could be extracted from previous research [
          <xref ref-type="bibr" rid="ref11 ref20">20, 11</xref>
          ] as well as improving the interface for easier
development such as being able to delete entire tree of task nodes or quickly show key-lock combinations.
We also aim at giving more control to designers with the generated rooms such as providing more
granular control over room generation parameters while maintaining the tool’s accessibility. We aim at
using color-coding and quest structure terms such as satellites and kernels [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] to help structure linear
quests and alternative paths.
        </p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>7. Conclusions</title>
      <p>This paper presented Quest to Dungeon, a tool that connects human-authored quest design with
procedural generation of levels constrained by the designed quests. Our overarching goal is to
address collaboration challenges at design-phase (e.g., communication between departments and design
specialties, brainstorming and pre-production development) and deployment-phase (e.g., misaligned
content, combination of human-authored content with PCG tools). Our tool enables designers to define
quest structures through a node grid that directly impacts the procedural generation of a dungeon
layout and through this, we have demonstrated how narrative-driven level design can be achieved
by translating quest tasks into interconnected rooms with task-specific properties. Our evaluation
emphasized the easy-to-use and efectiveness of QtD to represent quests and tasks, as well as their level
and room representation. By coupling quest logic with procedural generation, the tool demonstrates
how quest design can guide PCG to create dynamic, task-aligned dungeons while also making it easier
for developers to iterate rapidly. While limitations exist in the current implementation, the positive
reception from participants suggests that tools such as QtD approach could meaningfully contribute to
more eficient and cohesive game development workflows.</p>
    </sec>
    <sec id="sec-9">
      <title>Acknowledgments</title>
      <p>The research and project was conducted and supported with funding from FORTE, grant Reg. No.
2023-01394, “I Get by with a Little Help from AI: Artificial Intelligence Supported Human Collaboration”.</p>
    </sec>
    <sec id="sec-10">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the authors used GPT-4 and grammarly in order to: Grammar and
spelling check, converting plain text into LATEXformat, suggestions on better structure of the sections,
and to identify inconsistencies in terminology and notation. All AI-generated output was reviewed and
edited by the authors as needed and take full responsibility for the publication’s content.</p>
    </sec>
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