The goal of the thesis is to show the advantage of procedural content gener-
ation and to review the current situation in this eld.
Reducing development costs is an excellent tactic to obtain a competitive
advantage over other companies that are engaged in developing games, which
can be achieved by removing the need for a larger number of designers. We
can achieve that with the introduction of procedural algorithms for generat-
ing content. A programmer in cooperation with an artist can, in this way,
achieve much more than a large group of artists. These algorithms also allow
individual artists or small businesses to create content-rich games and allow
for the creation of unexpected forms.
To create a program that generates content, one needs a clear understand-
ing of the content being generated, in the case of this work, city quarter. The
thesis deals with the urban form and analysis of its components.
The second objective of this thesis is to write a program for generating
city quarters, the result of which achieves the desired characteristics for use
in games. Created levels should be playable, visually appealing and not give
the impression of being generated by a procedural algorithm, but rather seem
to be the work of humans.
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