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Advisor(s)
Abstract(s)
This paper presents a new method of procedural content generation (PCG) for natural environments and objects (such as terrain, biomes, river, and vegetation), with special attention to game design and visual aesthetic. Our solution allows us to define a set of rules to control the content generation to meet the requirements of game design and level design teams.
Description
Keywords
Procedural content generation Game design Level design Rules Algorithm
Citation
Oliveira, Gonçalo; Almeida, Lucas; Sousa, João Paulo; Barbedo, Inês; Barroso, Bárbara (2022). A rule based procedural content generation system. In Second International Conference: OL2A 2022. Cham: Springer Nature, p. 107-113. ISBN 978-3-031-23236-7
Publisher
Springer