2017
DOI: 10.1145/2974026
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Procedural Content Generation for Game Props? A Study on the Effects on User Experience

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,… Show more

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Cited by 19 publications
(14 citation statements)
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References 12 publications
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“…Noghani et al [15] argue that PCG, such as vegetation and buildings, can enhance the realistic appearance and 'believability' of a game environment. This conclusion was also supported by Korn et al [8] whose findings suggest that players are perceiving the game as more realistic and aesthetically pleasing when using procedural generated graphical props. PCG can also be used to adapt the game world.…”
Section: Perceived Realism Vs Fidelitysupporting
confidence: 55%
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“…Noghani et al [15] argue that PCG, such as vegetation and buildings, can enhance the realistic appearance and 'believability' of a game environment. This conclusion was also supported by Korn et al [8] whose findings suggest that players are perceiving the game as more realistic and aesthetically pleasing when using procedural generated graphical props. PCG can also be used to adapt the game world.…”
Section: Perceived Realism Vs Fidelitysupporting
confidence: 55%
“…A wide range of techniques have been proposed for vegetation distribution. Noise algorithms have been used as an alternative to recursive functions, because they look more natural than white noise [8]. Onrust et al [16] proposed a grid based ecological distribution that places different plant species according to geometrical variations of the terrain's relief.…”
Section: Vegetation In Gamesmentioning
confidence: 99%
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“…[Togelius et al 2011] fala sobre a geração procedural de conteúdo (PCG) que é a criação de conteúdo realizada através de algoritmos e com isso ajudar a reduzir a produção de conteúdo para um jogo, pois a máquina seria responsável por criar o necessário para o jogo. Com isso, alguns outros benefícios são encontrados conforme [Korn et al 2017]: a agilidade na produção; redução dos custos; alto valor de replay ; proporcionar novas experiências ao usuários.…”
Section: Inteligência Artificial Aplicada a Jogos Digitaisunclassified
“…A PCG se refere à criação de conteúdo realizada por meio de algoritmos [Togelius et al 2011]. Os usos das técnicas de PCG apresentam diversos benefícios como: agilidade na produção; redução dos custos; alto valor de rejogabilidade; alta variação no jogo proporcionando novas experiências aos usuários; adaptação automática da dificuldade do jogo de acordo com o jogador [Korn et al 2017]; redução do custo de memória [Stephenson e Renz 2016]; e auxílio aos designers servindo como fonte de inspiração [Moghadam e Rafsanjani 2017]. Por isso, alguns projetos comerciais e de pesquisa na área de jogos digitais vem optando por utilizar alguma técnica de PCG, ou chegam até mesmo a desenvolver sua própria PCG para atender necessidades específicas do projeto.…”
Section: Introductionunclassified