DocumentCode
578983
Title
A Survey of Procedural Content Generation Techniques Suitable to Game Development
Author
Carli, D.M.D. ; Bevilacqua, Fernando ; Pozzer, Cesar Tadeu ; DOrnellas, Marcos Cordeiro
Author_Institution
NTIC-Univ. Fed. do Pampa, Alegrete, Brazil
fYear
2011
fDate
7-9 Nov. 2011
Firstpage
26
Lastpage
35
Abstract
The development of a complex game is a time consuming task that requires a significant amount of content generation, including terrains, objects, characters, etc that requires a lot of effort from the a designing team. The quality of such content impacts the project costs and budget. One of the biggest challenges concerning the content is how to improve its details and at the same time lower the creation costs. In this context procedural content generation techniques can help to reduce the costs associated with content creation. This paper presents a survey of classical and modern techniques focused on procedural content generation suitable for game development. They can be used to produce terrains, coastlines, rivers, roads and cities. All techniques are classified as assisted (require human intervention/guidance in order to produce results) or non-assisted (require few or no human intervention/guidance to produce the desired results).
Keywords
computer games; rendering (computer graphics); assisted techniques; content creation cost reduction; context procedural content generation techniques; game development; human guidance; human intervention; nonassisted techniques; Games; Humans; Rivers; Roads; Shape; Sociology; Statistics; 3D; Game Development; Procedural Generation; Survey;
fLanguage
English
Publisher
ieee
Conference_Titel
Games and Digital Entertainment (SBGAMES), 2011 Brazilian Symposium on
Conference_Location
Salvador
ISSN
2159-6654
Print_ISBN
978-1-4673-0797-0
Type
conf
DOI
10.1109/SBGAMES.2011.15
Filename
6363215
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