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2nd PCGames@FDG 2011: Raleigh, NC, USA
- Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, PCGames '11, Bordeaux, France, June 28, 2011. ACM 2011, ISBN 978-1-4503-0872-4
- Jonathon Doran, Ian Parberry:
A prototype quest generator based on a structural analysis of quests from four MMORPGs. 1:1-1:8 - Joris Dormans:
Level design as model transformation: a strategy for automated content generation. 2:1-2:8 - Julian Togelius, Emil Kastbjerg, David C. Schedl, Georgios N. Yannakakis:
What is procedural content generation?: Mario on the borderline. 3:1-3:6 - Lionel Barret, Claudia Vance, G. Michael Youngblood:
Lessons in user interface design in the procedural city generation for games tool Ürban PAD. 4:1-4:8 - Tim Tutenel, Roland van der Linden, Marnix Kraus, Bart Bollen, Rafael Bidarra:
Procedural filters for customization of virtual worlds. 5:1-5:8 - Adam M. Smith:
Two methods for voxel detail enhancement. 6:1-6:4 - Gillian Smith, Elaine Gan, Alexei Othenin-Girard, Jim Whitehead:
PCG-based game design: enabling new play experiences through procedural content generation. 7:1-7:4 - Isaac M. Dart, Gabriele De Rossi, Julian Togelius:
SpeedRock: procedural rocks through grammars and evolution. 8:1-8:4 - Ruben Smelik, Krzysztof Galka, Klaas Jan de Kraker, Frido Kuijper, Rafael Bidarra:
Semantic constraints for procedural generation of virtual worlds. 9:1-9:4
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