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July 19, 2012
Article on Gamasutra about a modular PCG approach.

March 4, 2012
Interview of Andrew Doull by Dan Kline on Procedural Games.

February 13, 2012
Article on games designed by AI.

February 1, 2012
Podcast on procedural generation by Roguelike Radio.

November 8, 2011
Interview with Chris Delay on cancellation of Subversion.

August 31, 2011
Article on How to Make an Infinite World by Tom Betts.

August 21, 2011
Article on Forcing Structure in Procedural Spaces by Rune Skovbo Johansen.

August 18, 2011
Article on The Case for Procedural Generation by Miguel Cepero.

August 12, 2011
Interview with John Carmack discusses 'infinite detail' engines.

July 21, 2011
Article on Dwarf Fortress in NY Times Magazine.

July 11, 2011
Beta and survey on Infinite Tower Defense.

July 6, 2011
Article on world building in Edge Magazine.

January 9, 2011
Article and code on nullpointer on generating procedural planets using the cubic sphere method.

December 3, 2010
Article on Lost Garden about how procedural content generation affects the game design pipeline.

November 16, 2010
Interview with Tarn Adams and case studies of Love and Introversion on the nullpointer blog.

October 7, 2010
Article on Design without Designers.

August 31, 2010
Article on Finding the Right World.

September 20, 2010
Article on procedural generation techniques used in Mayflight.

September 6, 2010
Article, part three, on map generation using voronoi polygons by Amit Patel.

September 6, 2010
Article, part two, on map generation using voronoi polygons by Amit Patel.

September 5, 2010
Article, part one, on map generation using voronoi polygons by Amit Patel.

August 8, 2010
Demo released of EaS procedurally generated environment.

June 5, 2010
Call for papers for IEEE T-CIAIG Special Issue on Procedural Content Generation.

May 21, 2010
Article on PCG on Edge Magazine.

May 11, 2010
Interview with Tarn Adams on HASTAC.

May 4, 2010
Footage released of Infinity:the Quest for Earth.

April 28, 2010
Port of Infinite Mario Bros released for Android.

March 19, 2010
Notes on Eskil Steenburg's presentation at GDC.

March 10, 2010
Final article on the best of the demo scene 2009.

Article on Mojo World by Ocean Quigley.

February 19th, 2010
Paper on Search Based Procedural Content Generation.

February 13th, 2010
An article on constructed procedural generation as the Inner Product column of the February issue of Game Developer magazine. This article is available within the awkward web version of the magazine as a preview offer.

January 25th, 2010
Two blog posts on The Chronicles Of Doryen dealing with generating biome maps for procedurally generated worlds.

December 23rd, 2009
Interview with Flavien Brebion on about his Infinity - The Quest for Earth project.

November 27, 2009
Random map generator that generates dungeons out of hand drawn tiles.

November 27, 2009
Article on GameSetWatch describing the random level generation in Dungeon Hack.

November 10, 2009
Blog post on AI Gamedev covering the procedural level geometry in Left 4 Dead 2.

November 6, 2009
Conference runs until November 8, 2009 at CERN, Switzerland on roguelikes.

November 5, 2009
Interview with Chris Delay on the development of Subversion.

November 2, 2009
Blog post summarising EVE Fanfest announcements about the revamping of their procedurally generated planetary surfaces.

October 17, 2009
Current issue of AI Magazine about computational creativity.

October 16, 2009
Interview with Torfi Frans Ólafsson on Ten Ton Hammer covering how CCP procedurally generate planets in EVE Online.

October 13, 2009
Article on procedural generation in games by Brandon Boyer.

October 12, 2009
Symposium on Procedural Content Generation at the UC Santa Cruz campus.

October 10, 2009
Article on adaptive games in New Scientist.

September 22, 2009
Article on randomness by Greg Costikyan.

August 28, 2009
Article by Jim Rossignol on BDLGBLOG, covering a range of attempts at procedural city generation.

August 21, 2009
Editorial by Shamus Young at Escapist magazine on procedural content generation in Fuel.

August 18, 2009
Seminar at Assembly 2009 on Love and the use of procedural generation within it, is now available for download.

August 17, 2009
Keynote by Cevat Yerli notes that Crytek is investing heavily in research into procedural content.

August 5, 2009
Article in New Scientist on Mario AI competition organised by Sergey Karakovskiy and Julian Togelius featuring Infinite Mario Bros.

July 30, 2009
Thesis proposal slides posted on the subject of "game design as a new domain for automated discovery".

July 23, 2009
Paper and example code released for work on procedural noise using sparse gabor convolution.

July 21, 2009
Article describing fan/developer discussion related to map randomization in Diablo III on
Screencast demonstrating the generation and customisation of buildings within CityEngine when integrated with the Unity 3D engine.

July 20, 2009
Past, present and future of the demoscene article covering in passing the procedurally generated demo Elevated on

July 16, 2009
Article on sandbox play on Gamasutra.

July 8, 2009
Article on Spelunky in The Escapist.

June 29, 2009
Linked to PCG Wiki on

May 17, 2009
SDK released for Left4Dead.

May 15, 2009
Article on single shard MMOs suggests importance of procedural generation.

May 7, 2009
Final blog post out of a series of fourteen by Shamus Young documenting the development of a procedural city project, Pixel City.

April 8, 2009
Article on FEIST, a 3D platformer with a 2D side-scrolling view, which contains "procedurally-generated content."

April 7, 2009
Interview with Chris Delay on Subversion, a game with procedurally generated cityscapes, and other topics.
Kotaku Article on 8BITARHERO, a game where levels are generated by the playing of it.
Article on the history of Elite and similar space games.

April 3, 2009
Article by Troy Goodfellow on the games Merchant Prince and Machiavelli, including a mention of how randomly generated maps complemented the game mechanics.

April 1, 2009
Paper (PDF) by Gillian Smith on a rhythm-based method for procedurally generating levels for 2D platformers.

March 31, 2009
Article on RockPaperShotgun about SYNTH.

March 30, 2009
Article on RockPaperShotgun about Spelunky.

March 23, 2009
Presentation by Eskil Skeenburg on the development of LOVE.

March 16, 2009
Blog entry by Vic Davis on map generation in Armageddon Empires and Solium Infernum.

March 10, 2009
Blog entry by Chevy Johnston covering procedural cave generation using Game Maker.

March 8, 2009
Blog entry by Dave Mark on the case for procedural AI.

March 3, 2009
Article by Kris Erickson on why procedural AI is the next big milestone in gaming.

February 2, 2009
Give away of procedural generated content from CityEngine by AI Game

January 20, 2009
Article by Ian Bogost coins term proceduralism to describe art style of particular games.

January 14, 2009
Blog entry and Paper (PDF) by Julian Togelius, discussing automatic game rule creation using "artificial curiosity" to evaluate a ruleset.

January 3, 2009
Blog entry by Dan Kline discusses procedural narrative in Left4Dead.

Blog entry by Chris Delay discusses procedural building generation in Subversion.

January 1, 2009
Article identifies procedural content as a top trend of 2008 in artificial intelligence.

December 17, 2008
Article identifies procedural generation of narrative as one of the top trends of 2008.

November 25, 2008
Video developer diary of the use of dynamic weather in Stoked, an "open world" snowboarding game.

November 25, 2008
Article by Intel on procedural fire generation.

November 21, 2008
Blog entry by Gabe Newell on procedural narrative.

November 18, 2008
From .kkrieger to debris. - Procedural Content Generation Taken to Extremes using werkkzeug.

Article by Dominic Guay on the importance of procedural content generation.

Slashdot article on procedural content generation.

November 15, 2008
Hands on with Love.

November 5, 2008
Interview with Jean-Francois Lévesque on fire propagation in Far Cry 2.

September 10, 2008
Interview of Clint Hocking on Far Cry 2 and narrative design.

September 1, 2008
Preview of Hinterland.

August 30, 2008
Article on pitfalls of random level design in Wordscraper.

August 28, 2008
Release of further Spore prototypes: WaterBoy and GonzagoGL.

August 27, 2008
Report by demoscene veteran Simon Carless of Nvidia's Nvision at San Jose.

August 12, 2008
Announcement of the International Roguelike Development Conference 2008.

August 8, 2008
Preview of Borderlands.

June 12, 2008
Interview with Chris Beatrice and designer Jeff Fiske about Hinterland.

Footage of first 25 minutes of S.T.A.L.K.E.R.: Clear Sky.

June 11, 2008
Interview with John Needham about Champions Online.

July 3, 2008
Interview of Will Wright about Spore.

July 1, 2008
Preview of Spore game-play.

June 29, 2008
Screen shots of Love.

Interview with Soren Johnson, one of the designers of Spore.

June 28, 2008
Comments by Jay Wilson, lead designer of Diablo III

June 27, 2008
Keynote by Chaim Gingold, former lead designer of Spore on Magic Crayon approach to design.

June 26, 2008
Video of game-play from Far Cry 2.

Rescue: The Beagles wins the TIGSource Procedural Generation Competition.

June 24, 2008

Interview of Lucy Bradshaw, executive producer of Spore.

Video of game-play from Left4Dead.

Interview of Gabe Newell on AI director in Left4Dead.

June 23, 2008

Demo of Obulis released.

June 18, 2008

Interview with Steven Peeler, creator of Depths of Peril.

June 17, 2008

Interview with Oleg Yavorsky, PR director for S.T.A.L.K.E.R.: Clear Sky.

Spore Creature Creator released.

June 13, 2008

More coverage of the TIG Source PCG Competition.

June 12, 2008

Coverage of MMORPG Tycoon.

Videos of Spore's creature creator.

June 5, 2008

Preview of S.T.A.L.K.E.R.: Clear Sky.

June 3, 2008

Preview of Spore's creature creator.

Preview of Far Cry 2.

June 2, 2008

Soundtrack to Weird Worlds: Return to Infinite Space released.

Media from Spore's tribal phase.

Conclusion to the TIG Source Procedural Content Generation Competition.

Demo for Depths of Peril released for Mac OSX.

June 1, 2008

Article argues that Atari's signature elements include 'An emphasis on procedural content as opposed to hard content'.

May 30, 2008

Video of procedural sky, dynamic weather and fire propagation in Far Cry 2.

May 29, 2008

Article on Far Cry 2 using World Machine to create a non-specific Africa.

Media from Spore's creature phase.

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