PROGEN - Procedural Large-Scale Level Layout Tool Project for Computer Games

Abstract

The idea of this project is to create technology to accelerate the processes of designing and constructing video game levels. The project is aimed at the early stages of design, when ideas are being iterated and frequent changes to the game level being made.
Unlike fields such as architectural visualisation, the world of a game is an active place, as it hosts many other elements: gameplay mechanics, characters, physics objects, etc. to interact with. Evaluating a game level involves all these elements, which is why level design is not simply a matter of building geometry.
The outputs from the project comprise: a procedural tool that can create and edit 2D plans for level layouts, using a mixture of ‘synthesis by example’ with user-controlled operations; a tool that takes these 2D plans and generates initial 3D geometry; a final tool that allows direct editing of that 3D geometry, together with full integration with the game engine so there is zero-gap between how the level appears in the editor, and how the player will see it. This kind of WYSIWYG editing is a gold standard when creating content, and avoids costly cycling between applications to achieve the desired results.

Lead Participant

Project Cost

Grant Offer

REBELLION DEVELOPMENTS LIMITED £1,151,695 £ 430,100
 

Participant

UNIVERSITY COLLEGE LONDON £197,063 £ 197,063
GOLDSMITHS UNIVERSITY OF LONDON £103,662 £ 103,662

People

ORCID iD

Publications

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