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

dc.contributor.authorSilva, Rafael Castro e
dc.contributor.authorFachada, Nuno
dc.contributor.authorCódices, Nélio
dc.contributor.authorAndrade, Diogo de
dc.contributor.institutionFaculdade de Engenharia
dc.date.issued2020
dc.descriptionProceedings of Videojogos 2020 - 12th International Conference on Videogames Sciences and Arts
dc.description.abstractWe 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.en
dc.description.statusNon peer reviewed
dc.formatapplication/pdf
dc.identifier.citationSilva , R C E , Fachada , N , Códices , N & Andrade , D D 2020 , ' Procedural game level generation by joining geometry with hand-placed connectors ' , Paper presented at SPCV , 1/01/20 .
dc.language.isoeng
dc.publisherSPCV
dc.rightsopenAccess
dc.subjectENGENHARIA INFORMÁTICA
dc.subjectVIDEOJOGOS
dc.subjectDESIGN 3D
dc.subjectGEOMETRIA COMPUTACIONAL
dc.subjectCOMPUTER ENGINEERING
dc.subjectVIDEO GAMES
dc.subject3D DESIGN
dc.subjectCOMPUTATIONAL GEOMETRY
dc.titleProcedural game level generation by joining geometry with hand-placed connectorsen
dc.typeconferenceObject

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