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A Method for Editing Procedural Game Content
By: Justin Marcus
Supervisor: Jeff Wofford
Masters of Interactive Technology degree conferred March 24, 2007
Thesis / Project completed: March 21, 2007
The focus of this thesis is to create an editor and programming environment that allow the user to easily edit procedural game content through a user interface that is built with a minimum of programmer intervention. Procedural game content could refer to many things (including gameplay), although this project has specifically focused on procedural geometry. When dealing with a great deal of highly dynamic content, it becomes impractical for the programmer to create a custom editor interface for every different kind of content. Therefore, an interface is dynamically generated for game entities based on properties that the programmer wants to expose to designers. One of the key features of this interface is that designers can make changes to entities in real time as the simulation executes. The end result is successful within the scope of the project, but reveals that for certain types of data a more robust system is needed. In addition, it suggests strategies and refinements which could be applied to build a more flexible and dynamic interface.

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