Welcome to this blog dedicated to Procedural Content Generation aka Procedural Generation aka PCG aka ProcGen, mainly in the context of Game Development.
ProcGen is when you use computer instructions and algorithms to produce any type of digital content (3D meshes, textures, sounds, …). These can use degrees of randomness in its generation. There is no magic: you can implement something that uses this method or use existing tools that implement it for you.
There are obvious games that come to mind when you think of ProcGen – like “Spore”, “Minecraft” and “No Man’s Sky”. These use this technique in big quantities. But there are also other games that use ProcGen, here and there, and are not so obvious – for instance, “Assassin’s Creed: Unity”’s city block generator – which I will talk about.
For the last year I have been finding out more and more about this technology from the game industry’s point of view. Talking to people and researching. In this blog, I will talk about a few of my conclusions. Feel free to contribute with your opinions! 🙂
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