Print Email Facebook Twitter Designing Procedurally Generated Levels Title Designing Procedurally Generated Levels Author Van der Linden, R.A.M. Contributor Lopes, R. (mentor) Bidarra, R. (mentor) Faculty Electrical Engineering, Mathematics and Computer Science Department Intelligent Systems Programme Computer Science - Media and Knowledge Engineering Date 2013-08-20 Abstract We aim to improve on the design of procedurally generated game levels. We propose a method which empowers game designers to author and control level generators, by expressing gameplay-related design constraints. Following a survey conducted on recent procedural level generation methods, we argue that gameplay-based control is currently the most natural control mechanism available for generative methods. Our method uses graph grammars, the result of the designer-expressed constraints, to generate sequences of desired player actions. These action graphs are used as the basis for the spatial structure and content of game levels; they guide the layout process and indicate the required content related to such actions. We showcase our approach with a case study on a 3D dungeon crawler game. Results allow us to conclude that our control mechanisms are both expressive and powerful, effectively supporting designers to procedurally generate game levels. Subject Procedural Content Generation To reference this document use: http://resolver.tudelft.nl/uuid:1e24b455-728d-42c0-82c5-e55f64956161 Embargo date 2013-08-20 Part of collection Student theses Document type master thesis Rights (c) 2013 Van der Linden, R.A.M. Files PDF Designing_Procedurally_Ge ... Linden.pdf 2.58 MB Close viewer /islandora/object/uuid:1e24b455-728d-42c0-82c5-e55f64956161/datastream/OBJ/view