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California Polytechnic State University, San Luis Obispo

Theses/Dissertations

2018

Platformer

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Full-Text Articles in Art and Design

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 …