  We propose modeling designer style in mixed-initiative game content creation
tools as archetypical design traces. These design traces are formulated as
transitions between design styles; these design styles are in turn found
through clustering all intermediate designs along the way to making a complete
design. This method is implemented in the Evolutionary Dungeon Designer, a
research platform for mixed-initiative systems to create adventure and dungeon
crawler games. We present results both in the form of design styles for rooms,
which can be analyzed to better understand the kind of rooms designed by users,
and in the form of archetypical sequences between these rooms, i.e., Designer
Personas.
