International Journal on Informatics Visualization, cilt.10, sa.2, ss.471-478, 2026 (Scopus)
This research proposes a Procedural Content Generation (PCG) system using Markov and Rule-based models to control the rhythm of fear in 2D platformer horror games. The system integrates elements of the fear model, consisting of darkness, apparitions, sounds, and text prompts, to produce dynamic levels that maintain a cohesive gameplay flow. Unlike the PCG approach, which relies solely on probabilistic sequences, this study incorporates affective constraints directly into the Markov transition matrix to generate platform patterns that ensure structured transitions between fear-inducing and recovery areas. Implemented using the Unity game engine that produces a 2D platformer based on prefab tiles with the integration of fear model elements using cultural representations through Indonesian ghost characters, such as Kuntilanak, Pocong, and Genderuwo. The probabilistic placement of prefab tiles on 2D platform areas is performed using rule-based filtering to maintain game feasibility by enforcing platform height restrictions, fear-trigger areas, safe areas, and item-distribution areas. The evaluation, involving 30 respondents, yielded 3,000 platform transitions, which were compared with a random generator layout. The Markov and rule-based models eliminated sequential ghost-area transitions, thereby improving the stability of fear-recovery pacing compared with a random generator. Fear-triggering areas also appeared less frequently than recovery areas, with Kuntilanak Road appearing at 9.7%, Pocong Road at 8.8%, and Genderuwo Road at 4.0%.