Game content construction and generation are laborious and expensive. Procedural content generation (PCG) aims at generating game content automatically using algorithms, reducing the cost of game design and development. PCG systems have the potential to act as "on-demand game designers," but need to be as flexible as possible while creating content that meets the needs of designers and players. The aim of the chapter is to (1) analyze critically the utilization of PCG in the Game Industry; (2) present a taxonomy for PCG games; (3) address problems in applying PCG and discuss aspects of various solutions.
CITATION STYLE
Amato, A. (2017). Procedural content generation in the game industry. In Game Dynamics: Best Practices in Procedural and Dynamic Game Content Generation (pp. 15–50). Springer International Publishing. https://doi.org/10.1007/978-3-319-53088-8_2
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