Procedural game level generation by joining geometry with hand-placed connectors

Miniatura indisponível

Data

2020

Título da revista

ISSN da revista

Título do Volume

Editora

SPCV

Resumo

We present a method for procedural generation of 3D levels based on a system of connectors with pins and human-made pieces of geometry. The method avoids size limitations and layout constraints, while offering the level designer a high degree of control over the generated maps. The proposed approach was originally developed for and tested on a multiplayer shooter game, nonetheless being sufficiently general to be useful for other types of game, as demonstrated by a number of additional experiments. The method can be used as both a level design and level creation tool, opening the door for quality map creation in a fraction of the time of a fully human-based approach.

Descrição

Proceedings of Videojogos 2020 - 12th International Conference on Videogames Sciences and Arts

Palavras-chave

ENGENHARIA INFORMÁTICA, VIDEOJOGOS, DESIGN 3D, GEOMETRIA COMPUTACIONAL, COMPUTER ENGINEERING, VIDEO GAMES, 3D DESIGN, COMPUTATIONAL GEOMETRY

Citação

e Silva, R. C., Fachada, N., Códices, N., & de Andrade, D. (2020). Procedural Game Level Generation by Joining Geometry with Hand-Placed Connectors. In I. Barbedo, B. Barroso, B. Legerén, L. Roque, & J. P. Sousa (eds), Proceedings of Videojogos 2020 - 12th International Conference on Videogames Sciences and Arts (pp. 80-93). Mirandela, Portugal: SPCV.