Silva, Rafael Castro eFachada, NunoCódices, NélioAndrade, Diogo de2022-01-102022-01-102020e 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.978-989-54606-2-5http://hdl.handle.net/10437/12353Proceedings of Videojogos 2020 - 12th International Conference on Videogames Sciences and ArtsWe 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.application/pdfengopenAccessENGENHARIA INFORMÁTICAVIDEOJOGOSDESIGN 3DGEOMETRIA COMPUTACIONALCOMPUTER ENGINEERINGVIDEO GAMES3D DESIGNCOMPUTATIONAL GEOMETRYProcedural game level generation by joining geometry with hand-placed connectorsconferenceObject