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

Rafael Castro e Silva, Nuno Fachada, Nélio Códices, Diogo de Andrade

Research output: Contribution to conferencePaper

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 languageEnglish
Publication statusPublished - 2020
EventSPCV -
Duration: 1 Jan 2020 → …

Conference

ConferenceSPCV
Period1/01/20 → …

Keywords

  • COMPUTER ENGINEERING
  • VIDEO GAMES
  • 3D DESIGN
  • COMPUTATIONAL GEOMETRY

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