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Procedural City Generation Tool
By: Kevin Wu
Supervisor: Jeff Wofford
Masters of Interactive Technology degree conferred December 12, 2008
Thesis / Project completed: December 12, 2008
There is no argument that a designer can create a level that is more interesting than a level created by an algorithm. There is also no argument that algorithms can perform certain tasks much more efficiently than people can. As game scope expands, the asset creation becomes ever more time consuming. Procedural content generation allows artists and level designers spend more time improving and polishing important parts of the game and lets algorithm generate areas of lesser importance. The objective for this project is to incorporate procedural city generation with traditional level design tools to create a system that can generate random city efficiently yet still be customizable. The first component of this project is a procedural city generator that allows the user to specify the road patterns and their influence on the layout of city blocks and buildings. The second component of this project is a set of tools that allow the user to modify the procedurally generated city.

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