Abstract
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.
Original language | English |
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Publication status | Published - 2020 |
Event | SPCV - Duration: 1 Jan 2020 → … |
Conference
Conference | SPCV |
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Period | 1/01/20 → … |
Keywords
- COMPUTER ENGINEERING
- VIDEO GAMES
- 3D DESIGN
- COMPUTATIONAL GEOMETRY