An Exploration of Procedural Content Generation for Top-Down Level Design

dc.contributor.authorBlomberg, Johan
dc.contributor.authorJemth, Rasmus
dc.contributor.authorLennar, August
dc.contributor.authorLilius-Lundmark, Robin
dc.contributor.authorPettersson Johnsson, Marcus
dc.contributor.authorSvensson, Tove
dc.contributor.departmentChalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers)sv
dc.contributor.departmentChalmers University of Technology / Department of Computer Science and Engineering (Chalmers)en
dc.description.abstractProcedural Content Generation (PCG) is widely used in the game development industry to randomly generate various types of content. However, ensuring quality PCG is very hard, because of its inherent subjectivity; defining exactly what makes for enjoyable gameplay is difficult and depends on a wide range of different factors. We have therefore explored the concept of PCG, specifically procedural level generation, to gather observations and insights, and we present these in the report. The exploration has been performed by creating a simple game called Fluky and developing six different level generation algorithms for it. Among these observations are the importance of identifying levels of abstraction for an algorithm, and several aspects that may influence how enjoyable the generated content can be. Our resulting conclusions are very subjective, but not without merit, due to the extensive exploration and evaluation that has taken place.
dc.subjectData- och informationsvetenskap
dc.subjectComputer and Information Science
dc.titleAn Exploration of Procedural Content Generation for Top-Down Level Design
dc.type.degreeExamensarbete för kandidatexamensv
dc.type.degreeBachelor Thesisen
local.programmeDatateknik 300 hp (civilingenjör)
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