In Proceedings of SBGames

Procedural Natural Systems for Game Level Design

Remco Huijser, Jeroen Dobbe, Willem F. Bronsvoort, and Rafael Bidarra

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.


More Information

Gallery

Citation

Remco Huijser, Jeroen Dobbe, Willem F. Bronsvoort, and Rafael Bidarra, Procedural Natural Systems for Game Level Design, In Proceedings of SBGames, pp. 189–198, 2010.

BibTex

@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 },
}