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 |
|---|---|
| Title of host publication | Proceedings of Videojogos 2020 |
| Place of Publication | Mirandela |
| Publisher | Sociedade Portuguesa de Ciências dos Videojogos |
| Pages | 80-93 |
| ISBN (Print) | 978-989-54606-2-5 |
| Publication status | Published - 2020 |
| Event | 12th International Conference on Videogame Sciences and Arts, VJ 2020 - Virtual, Online Duration: 26 Nov 2020 → 28 Nov 2020 |
Conference
| Conference | 12th International Conference on Videogame Sciences and Arts, VJ 2020 |
|---|---|
| City | Virtual, Online |
| Period | 26/11/20 → 28/11/20 |
Funding
Supported by Fundação para a Ciência e Tecnologia under Grant No.: UIDB/05380/2020 (HEI-Lab)
| Funders | Funder number |
|---|---|
| FCT - Fundação para a Ciência e a Tecnologia | UIDB/05380/2020 |
Keywords
- COMPUTER ENGINEERING
- VIDEO GAMES
- 3D DESIGN
- COMPUTATIONAL GEOMETRY
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