• 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