Procedural game level generation by joining geometry with hand-placed connectors

We present a method for procedural generation of 3D levels based on a system of connectors with pins and human-made pieces of geometry. The method avoids size limitations and layout constraints, while offering the level designer a high degree of control over the generated maps. The proposed approach...

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Bibliographic Details
Main Author: Silva, Rafael Castro e (author)
Other Authors: Fachada, Nuno (author), Códices, Nélio (author), Andrade, Diogo de (author)
Format: conferenceObject
Language:eng
Published: 2022
Subjects:
Online Access:http://hdl.handle.net/10437/12353
Country:Portugal
Oai:oai:recil.ensinolusofona.pt:10437/12353
Description
Summary:We present a method for procedural generation of 3D levels based on a system of connectors with pins and human-made pieces of geometry. The method avoids size limitations and layout constraints, while offering the level designer a high degree of control over the generated maps. The proposed approach was originally developed for and tested on a multiplayer shooter game, nonetheless being sufficiently general to be useful for other types of game, as demonstrated by a number of additional experiments. The method can be used as both a level design and level creation tool, opening the door for quality map creation in a fraction of the time of a fully human-based approach.