Publishing Journal • Journal Of Computer Science And Technology (JOCSTEC)

Procedural Level Generation For 2D Platformer Games Based On Graph And Chunk

DOI: 10.59435/jocstec.v4i3.828 Published: 28 September 2026 Pages: 1-15 (Vol. 4, No. 3) Views: 2
Authors & Researchers
A
Akmal Zidan Fahreza https://ror.org/05sbm1c041
C
Chrystia Aji Putra https://ror.org/05sbm1c042
Y
Yisti Vita Via https://ror.org/05sbm1c043

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.

Indexing Journal

Journal Of Computer Science And Technology (JOCSTEC) Cover

Journal Of Computer Science And Technology (JOCSTEC)

ISSN: 2985-4318 Publisher: PT. Padang Tekno Corp