Games are shaped by the tools we use to make them and our ability to model the concepts they address. Vast improvements in computer graphics technology, processing power, storage capacity, and physics simulations have driven game design for the past forty years, leading to beautiful, spacious, detailed, and highly immersive worlds supporting games that are, for the most part, fundamentally about movement, collision, and other physics-based concepts. Designers use increasingly complex tools that support the creation of these worlds.
Procedural content generation can be used to create expressive design tools: content generators that are accessible to designers, supporting the creation of new kinds of design tools and enabling the exploration of a new genre of game involving the deep integration of procedural content generation into game mechanics and aesthetics.
Faculty: Gillian Smith
- Smith, G., Whitehead, J., Mateas, M. (2011). Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. In IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), Special Issue on Procedural Content Generation, vol 3. iss. 3.