JUN 30, 20151 min read

[Master Thesis] Ultra Fast, Cross Genre, Procedural Content Generation in Games

Procedural content generation for physics-based games requires playable levels, not just random geometry. My MSc. thesis proposes two novel methods: a projection-based approach for fast generation and a Progressive Generation method that works across genres. Both were validated on Cut the Rope and an original game called NEXT.

In my MSc. thesis last year, June 2015, I have re-tackled the problem of procedurally generating content for physics-based games I have previously investigated in my BSc. graduation thesis. This time around I propose two novel methods: the first is projection based for faster generation of physics-based games content. The other, The Progressive Generation, is a generic, wide-range, across genre, customisable with playability check method all bundled in a fast progressive approach. This new method is applied on two completely different games: NEXT And Cut the Rope.

And a Ropossum video here:

youtube.com

Written by
Mohammad Shaker

Director of Agentic AI for the Enterprise at Writer. Building at the intersection of language, intelligence, and design.