Procedural Content

Procedural content is always something that people strive for, because it can make your game infinitely replayable. But as we show in this lecture, this is harder - not easier - than traditional level design.

NOTE: Due to GDC this week, this lecture is replaced by a video. Click on the video link below to watch the lecture. Class time will consist of open office hours.
The issue with procedural content generation is that you still have to identify your basic design patterns, just as you did in normal level design. Procedural content generation uses various (ad hoc) algorithms to combine your patterns into interesting complex levels.

To complement this lecture, we recommend the following reading and/or viewing:


March 20, 2024 slides no demos