DocumentCode :
3192502
Title :
Procedural Natural Systems for Game Level Design
Author :
Huijser, Remco ; Dobbe, Jeroen ; Bronsvoort, Willem F. ; Bidarra, Rafael
Author_Institution :
Cannibal Game Studios, Delft, Netherlands
fYear :
2010
fDate :
8-10 Nov. 2010
Firstpage :
189
Lastpage :
198
Abstract :
Due to the increase in magnitude and level of detail of next-gen games, the time required to manually design a game level has increased dramatically. This paper introduces procedural natural systems, a novel approach aimed at reducing the time needed to design large-scale natural phenomena for game levels. The concept of natural systems separates the shape of a natural phenomenon from its footprint, allowing a designer to edit either of them separately. Various procedural techniques are used to combine the shape and footprint of a natural system, as well as to tweak these in real-time in a game world. We conclude that natural systems provide a solid foundation for intuitive, flexible and efficient procedural generation of significant portions of a game level.
Keywords :
computer games; game level design; game world; large-scale natural phenomena; next-gen game; procedural content generation; procedural natural system; Games; Manuals; Rivers; Shape; Soil; Vegetation; Vegetation mapping; game level design; natural systems; procedural content generation;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Games and Digital Entertainment (SBGAMES), 2010 Brazilian Symposium on
Conference_Location :
Florianopolis
ISSN :
2159-6654
Print_ISBN :
978-1-61284-391-9
Electronic_ISBN :
2159-6654
Type :
conf
DOI :
10.1109/SBGAMES.2010.31
Filename :
5772287
Link To Document :
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