Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
ScriptEase: A generative/adaptive programming paradigm for game scripting
Science of Computer Programming
Integrating procedural generation and manual editing of virtual worlds
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Analyzing the expressive range of a level generator
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
PCG-based game design: enabling new play experiences through procedural content generation
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
SpeedRock: procedural rocks through grammars and evolution
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Mechanic miner: reflection-driven game mechanic discovery and level design
EvoApplications'13 Proceedings of the 16th European conference on Applications of Evolutionary Computation
Design metaphors for procedural content generation in games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using Graph-Based Analysis to Enhance Automatic Level Generation for Platform Videogames
International Journal of Creative Interfaces and Computer Graphics
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This paper describes the creation of the game Endless Web, a 2D platforming game in which the player's actions determine the ongoing creation of the world she is exploring. Endless Web is an example of a PCG-based game: it uses procedural content generation (PCG) as a mechanic, and its PCG system, Launchpad, greatly influenced the aesthetics of the game. All of the player's strategies for the game revolve around the use of procedural content generation. Many design challenges were encountered in the design and creation of Endless Web, for both the game and modifications that had to be made to Launchpad. These challenges arise largely from a loss of fine-grained control over the player's experience; instead of being able to carefully craft each element the player can interact with, the designer must instead craft algorithms to produce a range of content the player might experience. In this paper we provide a definition of PCG-based game design and describe the challenges faced in creating a PCG-based game. We offer our solutions, which impacted both the game and the underlying level generator, and identify issues which may be particularly important as this area matures.