Academic procedural content generation (PCG) efforts often yield plausible game content but stop short of fully integrating it into the games that inspired it. This misses opportunities to discover game- and platform-specific constraints that were previously ignored in evaluations of playability (e.g. how invisible objects in a level design are used to explicitly control camera movement). Grappling with existing games can ensure that the PCG community is solving realistic problems, rather than convenient abstractions of them. In this paper, we use technical knowledge from the ROM hacking community along with the WaveFunctionCollapse example-driven generator to reinject controllably-generated level designs into the commercial Super Metroid R...
Video games have started to become a daily part of our lives. In 2015 the Entertainment Software Ass...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Hundreds of millions of people play computer games every day. For them, game content–from 3D objects...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on ...
Procedural content generation (PCG) is concerned with automatically generating game content, such a...
With the passage of time, video games are becoming more complex, and their development incurs greate...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Procedural Content Generation (PCG) has become more common in usage in game development nowadays, wi...
Nowadays, using PCG gains more and more importance, and PCG plays an increasingly important role in ...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
Procedural Content Generation (PCG) has been in the industry since the early days of Video Games. I...
Procedural content generation (PCG) refers to the practice of generating game content, such as level...
Video games have started to become a daily part of our lives. In 2015 the Entertainment Software Ass...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
Hundreds of millions of people play computer games every day. For them, game content–from 3D objects...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on ...
Procedural content generation (PCG) is concerned with automatically generating game content, such a...
With the passage of time, video games are becoming more complex, and their development incurs greate...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Procedural Content Generation (PCG) has become more common in usage in game development nowadays, wi...
Nowadays, using PCG gains more and more importance, and PCG plays an increasingly important role in ...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
Procedural Content Generation (PCG) has been in the industry since the early days of Video Games. I...
Procedural content generation (PCG) refers to the practice of generating game content, such as level...
Video games have started to become a daily part of our lives. In 2015 the Entertainment Software Ass...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...