Research Repository (Delft University of Technology) · 2013 · 53 citations · 24 references
Open access
ArchitectureDesign3D ModelingDesign AutomationGenerative DesignInteractive Generative SystemsProcedural ModelingControl ActionsDesign ConstraintsGeneratorsLevelsProcedural Design GenerationProcedural GenerationSpatial Hierarchical StructureSpatial Structure
We aim to improve on the design of procedurally generated game levels. We propose a method which empowers game designers to author and control level generators, by expressing gameplay-related design constraints. Following a survey conducted on recent procedural level generation methods, we argue that gameplay-based control is currently the most natural control mechanism available for generative methods. Our method uses graph grammars, the result of the designer-expressed constraints, to generate sequences of desired player actions. These action graphs are used as the basis for the spatial structure and content of game levels; they guide the layout process and indicate the required content related to such actions. We showcase our approach with a case study on a 3D dungeon crawler game. Results allow us to conclude that our control mechanisms are both expressive and powerful, effectively supporting designers to procedurally generate game levels.
24
Procedural modeling of buildings
Pascal Müller, Peter Wonka, Simon Haegler et al. · ACM Transactions on Graphics · 2006 · 945 citations
Architecture, Architectural Design, Architectural Representation +17
Analyzing the expressive range of a level generator
Gillian Smith, Jim Whitehead · 2010 · 199 citations