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  • A rule based procedural content generation system
    Publication . Oliveira, Gonçalo; Almeida, Lucas; Sousa, João Paulo; Barbedo, Inês; Barroso, Bárbara
    This paper introduces new ways and experimental results of procedural content generation (PCG) for natural objects (such as terrain, biomes, river, and vegetation), with special attention to the game design and aesthetic visualization. Our solution allows us to define a set of rules to control the content generation in order to meet the requirements of game design and level design teams. In this paper we focused on the content generation for natural environments and used the PCG in 3rd person open-world adventure game implemented in Unity. A playtesting has been done and the results are analyzed.