Procedural Content Generation
Josep Valls - Drexel EGS - 1/26/2016
jv384@drexel.edu
*Spelunky original is free!
What do they have in common?
Indie
Platformers
Exploration-adventure gameplay
2D tile-based 16-bit art style
Procedurally generated
What is Procedural Content Generation?
Procedural Content Generation
Procedural Content Generation (PCG) refers to content generated algorithmically rather than manually
PCG leverages the power of computers to help designers create bigger and better computer games
PCG in Games
1984 2016
PCG in Games
Other uses of PCG
Why PCG?
Why do games use PCG?
Generation of novel content
Increase replayability
Gameplay customization
Why do developers use PCG?
Allows small teams to multiply their output
How does it work?
Random?
*More on random later
How PCG works?
Rules
Rules
Rules
Rules
{
'base': [['sub_b'], ['res_b'], ['ind_b']],
'ind_b': [['base_t', 'floor2_t', 'top']],
'res_b': [['base_t', 'separator_t', 'floor1_t', 'top'],
['base_t','separator_t','floor1_t','border_t','floor1_t','top']],
'sub_b': [['base_t', 'fence_t', 'flat_t', 'base_t', 'size_t', 'res_b'],
['base_t','fence_t','flat_t','base_t','size_t','rotate_t','res_b']],
'top': [['roof'],
['separator_t', 'roof'],
['border_t', 'roof'],
['in_border_t', 'roof']],
'roof': [['roof1_t'], ['roof2_t'], ['roof3_t', 'flat_t'], ['flat_t']],
}
Search
Search
Search
Simulation
Simulation
How do they do it?
Level generation
Level Evolution
Overworld
Caverns
Biomes
*What about random?
More information
http://www.redblobgames.com
http://www.esri.com/software/cityengine�http://www.youtube.com/watch?v=aFRqSJFp-I0�G. Kelly, H. McCabe. A Survey of Procedural Techniques for City Generation.
http://en.wikipedia.org/wiki/L-system�P. Prusinkiewicz, A. Lindenmayer. The Algorithmic Beauty of Plants.
More information
http://davesmapper.com/
https://en.wikipedia.org/wiki/Maze_generation_algorithm
http://accidentalnoise.sourceforge.net/minecraftworlds.html
http://www.futuredatalab.com/proceduraldungeon/
http://makegames.tumblr.com/post/4061040007/�http://tinysubversions.com/spelunkyGen/
More information (added after the presentation)
http://gamasutra.com/view/news/262869/7_uses_of_procedural_generation_that_all_developers_should_study.php
Image sources
Derek Yu: Spelunky, Re-Logic: Terraria�Acornsoft: Elite, Hello Games: No man's sky�EA: Spore, Bethesda: Skyrim�ESRI City engine, IDV SpeedTree�PSMage for Starcraft (Uriarte, Ontanon)�Saltsman: Canabalt, Nintendo: Super Mario Bros
Wikimedia foundation�
Procedural Content Generation
Josep Valls - Drexel EGS - 1/26/2016
jv384@drexel.edu