top of page
EDGAR ALEXANDER KNAUER
Programmer & Designer

About Level Generator
Platform: Mobile
Project Duration: 1 Month
Project Type: University/ Solo
Engine: Unity
Team Size: 1
My Tasks
This level generator is the result of a class at university focussing on artificial intelligence in video games. I chose to specialize in procedural content generation for levels. My tasks were to do research on the matter and then implement an algorithm using AI related functionality. For this prototype, I chose to divide different subsections of a full level generator for easier testing and adapting of the level. Further elements I included are use of randomness, perlin noise, and pathfinding (depth first approach).
Requirements
A difficulty, when working with procedurally generated content, is always the amount of influence the designer has and sometimes it is hard to identify, whether the benefits of PCG outhweight the loss of control. For this prototype, I wanted to see how these two behave, by procedurally generating a level which had collectibles. Normally, a designer would place them in a precise order, guiding the player to the right path or maximum reward, whereas for this generator I decided to write the algorithm in the following way: There are two types of collectibles. One is the blue orb, of which two always spawn on the outer most edges of the level, the second one is the coin, of which one spawns on every tile from the player spawn to the player goal. Although the algorithm worked as intended, I quickly realized that the levels are stale and expanding them or making them more unique would take a long time and a lot of effort.
Procedural content generation can be great, but the time and money investment you have to make, in order to create, maintain, and update said generators, needs to outhweigh the loss of control, by providing huge quantities of high quality content in the long run. And that is very difficult to pull off.
bottom of page