While the games industry is moving towards procedural content generation (PCG) with tools available under popular platforms such as Unreal, Unity or Houdini, and video game titles like No Man’s Sky and Horizon Zero Dawn taking advantage ofPCG, the gap between academia and industry is as wide as it has ever been, in terms of communication and sharing methods. One of the authors, has worked on both sides of this gap and in an effort to shorten it and increase the synergy between the two sectors, has identified three design pillars for PCG using mixed-initiative interfaces. The three pillars are Respect Designer Control, Respect the Creative Process and Respect Existing Work Processes. Respecting designer control is about creating a tool that...
Procedural content generation is more popular than ever among game developers, but understanding, ad...
Procedural content generation is more popular than ever among game developers, but un- derstanding, ...
What are the challenges in representing player perception and design intent for PCG and game generat...
Video games have started to become a daily part of our lives. In 2015 the Entertainment Software Ass...
This chapter discusses the challenges and opportunities of procedural content generation (PCG) in ga...
Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools...
Procedural Content Generation (PCG) has become more common in usage in game development nowadays, wi...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
This thesis explores avenues for improving the quality and detail of game graphics, in the context o...
The digital games market is growing every year and game development is becoming increasingly complex...
Procedural content generation (PCG), the algorithmic cre-ation of game content with limited or indir...
Nowadays, using PCG gains more and more importance, and PCG plays an increasingly important role in ...
Games are shaped by the tools we use to make them and our ability to model the concepts they address...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Hundreds of millions of people play computer games every day. For them, game content–from 3D objects...
Procedural content generation is more popular than ever among game developers, but understanding, ad...
Procedural content generation is more popular than ever among game developers, but un- derstanding, ...
What are the challenges in representing player perception and design intent for PCG and game generat...
Video games have started to become a daily part of our lives. In 2015 the Entertainment Software Ass...
This chapter discusses the challenges and opportunities of procedural content generation (PCG) in ga...
Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools...
Procedural Content Generation (PCG) has become more common in usage in game development nowadays, wi...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
This thesis explores avenues for improving the quality and detail of game graphics, in the context o...
The digital games market is growing every year and game development is becoming increasingly complex...
Procedural content generation (PCG), the algorithmic cre-ation of game content with limited or indir...
Nowadays, using PCG gains more and more importance, and PCG plays an increasingly important role in ...
Games are shaped by the tools we use to make them and our ability to model the concepts they address...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Hundreds of millions of people play computer games every day. For them, game content–from 3D objects...
Procedural content generation is more popular than ever among game developers, but understanding, ad...
Procedural content generation is more popular than ever among game developers, but un- derstanding, ...
What are the challenges in representing player perception and design intent for PCG and game generat...