Autor(es):
Sousa, João Paulo ; Oliveira, Gonçalo ; Barbedo, Inês ; Barroso, Bárbara ; Tavares, Rogério Júnior Correia ; Lopes, Rui Pedro
Data: 2023
Identificador Persistente: http://hdl.handle.net/10198/26950
Origem: Biblioteca Digital do IPB
Assunto(s): PCG; Procedural Content Generation; Game Design; Open-world Adventure Game; Computer Game
Descrição
This paper presents an experimental methodology of procedural content generation (PCG) for natural environments focusing 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.