The goal of the thesis is to show the advantage of procedural content generation and to review the current situation in this field. 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 generating 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 understanding 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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