Open Access. Powered by Scholars. Published by Universities.®
Articles 1 - 1 of 1
Full-Text Articles in Art and Design
Procedural Level Generation For A 2d Platformer, Brian Michael Egana
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 …