Open Access. Powered by Scholars. Published by Universities.®

Art and Design Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 4 of 4

Full-Text Articles in Art and Design

An Exploration Of Procedural Methods In Game Level Design, Hector Salinas May 2024

An Exploration Of Procedural Methods In Game Level Design, Hector Salinas

Computer Science and Computer Engineering Undergraduate Honors Theses

Video games offer players immersive experiences within intricately crafted worlds, and the integration of procedural methods in game level designs extends this potential by introducing dynamic, algorithmically generated content that could stand on par with handcrafted environments. This research highlights the potential to provide players with engaging experiences through procedural level generation, while potentially reducing development time for game developers.

Through a focused exploration on two-dimensional cave generation techniques, this paper aims to provide efficient solutions tailored to this specific environment. This exploration encompasses several procedural generation methods, including Midpoint Displacement, Random Walk, Cellular Automata, Perlin Worms, and Binary Space …


Unveiling New Realms: Enhancing Procedural Narrative Generation And Npc Personalization Using Ai, Tanishq Chawla Apr 2024

Unveiling New Realms: Enhancing Procedural Narrative Generation And Npc Personalization Using Ai, Tanishq Chawla

Level Design Theses and Dissertations

A System Design Framework used to train GPT - based agents can significantly help improve current Procedural Narrative and Character (NPC) Personality Generation Models in games. This approach can lead to a Richer Gameplay Experience that allows players to craft their own Personalized and Unique stories.


Procedural Level Generation For A 2d Platformer, Brian Michael Egana Jun 2018

Procedural Level Generation For A 2d Platformer, Brian Michael Egana

Computer Science and Software Engineering

Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”, is “the algorithmic creation of game content with limited or indirect user input”. Whether it creates the levels by itself, or together with game designers, PCG is a method used to reduce the cost of designing games, and to produce an endless amount of game content. One of the main challenges that come with PCG is the desire to use PCG algorithms to create entire levels that are feasible, unique, and fun. This is especially challenging for games of progression within the 2D platformer genre; insufficient …


Dynamic Difficulty Adjustment In Procedural Content Generation, Charles Joseph Calder Jan 2017

Dynamic Difficulty Adjustment In Procedural Content Generation, Charles Joseph Calder

Senior Projects Fall 2017

The world of game development has gone through many chapters since its birth. Many complex techniques, designed to give every player a personal game experience, have been developed by those who love to create. This project explores modern Procedural Content Generation and Dynamic Difficulty Adjustment techniques. The algorithm developed in the course of this project is designed to increase developer and player quality of life. Through adaptive generation, this project will explore how players engage with games and what developers can do to add to the player experience.