In Proceedings of SBGames
Procedural Natural Systems for Game Level Design
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.
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@inproceedings{bib:huijser:2010, author = { Huijser, Remco and Dobbe, Jeroen and Bronsvoort, Willem F. and Bidarra, Rafael }, title = { Procedural Natural Systems for Game Level Design }, booktitle = { In Proceedings of SBGames }, year = { 2010 }, pages = { 189--198 }, doi = { 10.1109/SBGAMES.2010.31 }, dblp = { conf/sbgames/HuijserDBB10 }, url = { https://publications.graphics.tudelft.nl/papers/581 }, }