This paper will explore the possibilities of using an automated self-made procedural tool to create real-time environments based on simple image masks. The purpose of this is to enable a concept artist or level designer to quickly get out results in a game engine and to be able to explore ideas. The goal of this thesis was to better understand how you can break down simple ideas and shapes into more complex details and assets. In the first part of this thesis, I go over the traditional workflow of creating a real-time environment. I then go on and break down my tool, what it does and how it works. I start off with a Photoshop file, make tools in Houdini and then utilize those in Unreal for the end result. I also argument about the time-savi...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
This thesis explores avenues for improving the quality and detail of game graphics, in the context o...
Surfacing is the process of creating materials and textures for objects in an animated film. For as ...
This paper will explore the possibilities of using an automated self-made procedural tool to create ...
An environment artist’s role in the game industry requires them to combine their artistic skills wit...
The following describes the different steps needed to create a 3D environment in real-time Showcase....
This bachelor thesis rose from the idea of speeding up game production by using procedural generatio...
Introduction to Procedural Modeling and Animation We are working in a very exciting time in compute...
controlled by a local light source. Sprites have been present since the first arcade games and conso...
Procedural content generation is the act of creating video game content automatically, through algor...
To fully immerse players in video games, elements of the game world must form a rich, coherent and b...
This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on ...
Techniques for procedural generation of the graphics content have seen widespread use in multimedia ...
Immersive environments are a big part of videogames. With hardware being more capable thanever of di...
This thesis is about defining visual style for a procedurally generated game world and different m...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
This thesis explores avenues for improving the quality and detail of game graphics, in the context o...
Surfacing is the process of creating materials and textures for objects in an animated film. For as ...
This paper will explore the possibilities of using an automated self-made procedural tool to create ...
An environment artist’s role in the game industry requires them to combine their artistic skills wit...
The following describes the different steps needed to create a 3D environment in real-time Showcase....
This bachelor thesis rose from the idea of speeding up game production by using procedural generatio...
Introduction to Procedural Modeling and Animation We are working in a very exciting time in compute...
controlled by a local light source. Sprites have been present since the first arcade games and conso...
Procedural content generation is the act of creating video game content automatically, through algor...
To fully immerse players in video games, elements of the game world must form a rich, coherent and b...
This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on ...
Techniques for procedural generation of the graphics content have seen widespread use in multimedia ...
Immersive environments are a big part of videogames. With hardware being more capable thanever of di...
This thesis is about defining visual style for a procedurally generated game world and different m...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
This thesis explores avenues for improving the quality and detail of game graphics, in the context o...
Surfacing is the process of creating materials and textures for objects in an animated film. For as ...