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

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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
Title of host publicationProceedings of Videojogos 2020
Place of PublicationMirandela
PublisherSociedade Portuguesa de Ciências dos Videojogos
Pages80-93
ISBN (Print)978-989-54606-2-5
Publication statusPublished - 2020
Event12th International Conference on Videogame Sciences and Arts, VJ 2020 - Virtual, Online
Duration: 26 Nov 202028 Nov 2020

Conference

Conference12th International Conference on Videogame Sciences and Arts, VJ 2020
CityVirtual, Online
Period26/11/2028/11/20

Funding

Supported by Fundação para a Ciência e Tecnologia under Grant No.: UIDB/05380/2020 (HEI-Lab)

FundersFunder number
FCT - Fundação para a Ciência e a TecnologiaUIDB/05380/2020

Keywords

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

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