
Research Article
Implementation and Playtesting for a World Adventure Game’s Procedural Content Generation System
@INPROCEEDINGS{10.1007/978-3-031-28993-4_14, author={Jo\"{a}o Paulo Sousa and Gon\`{e}alo Oliveira and In\"{e}s Barbedo and B\^{a}rbara Barroso and Rog\^{e}rio Tavares and Rui Pedro Lopes}, title={Implementation and Playtesting for a World Adventure Game’s Procedural Content Generation System}, proceedings={ArtsIT, Interactivity and Game Creation. 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings}, proceedings_a={ARTSIT}, year={2023}, month={4}, keywords={PCG Procedural content generation Game Design Open-world Adventure Game Computer Game}, doi={10.1007/978-3-031-28993-4_14} }
- João Paulo Sousa
Gonçalo Oliveira
Inês Barbedo
Bárbara Barroso
Rogério Tavares
Rui Pedro Lopes
Year: 2023
Implementation and Playtesting for a World Adventure Game’s Procedural Content Generation System
ARTSIT
Springer
DOI: 10.1007/978-3-031-28993-4_14
Abstract
This paper presents an experimental methodology of procedural content generation (PCG) for natural environments with a focus on game design and visualization. This approach allows us to define a set of instructions to shape the content generation to meet the requirements of game design and level design teams. For the validation process, we have discussed and analyzed a playtesting session.
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