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Author Schaal, Jakob ♦ Schwind, Valentin ♦ Rees, Adrian ♦ Blatz, Michael ♦ Görlich, Daniel ♦ Korn, Oliver
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Language English
Subject Keyword Game design ♦ Algorithms ♦ Procedural content generation
Abstract This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on the generation of specific graphic props (reefs) in an explorer game. We briefly portray the state-of-the-art of PCG and compare various methods to create random patterns at runtime. Taking a step towards the game industry, we describe an actual game production and provide a detailed pseudocode implementation showing how Perlin or Simplex noise can be used efficiently. In a comparative study, we investigate two alternative implementations of a decisive game prop: once created traditionally by artists and once generated by procedural algorithms. 41 test subjects played both implementations. The analysis shows that PCG can create a user experience that is significantly more realistic and at the same time perceived as more aesthetically pleasing. In addition, the ever-changing nature of the procedurally generated environments is preferred with high significance, especially by players aged 45 and above.
Description Affiliation: SRH Hochschule Heidelberg, Heidelberg, Germany (Görlich, Daniel) || KORION GmbH, Ludwigsburg, Germany (Blatz, Michael; Rees, Adrian; Schaal, Jakob) || University of Stuttgart, Stuttgart, Germany (Schwind, Valentin) || Offenburg University, Offenburg, Germany (Korn, Oliver)
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2008-03-01
Publisher Place New York
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 15
Issue Number 2
Page Count 15
Starting Page 1
Ending Page 15


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Source: ACM Digital Library