News

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 GameDev.net 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 gameriot.com.
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 techradar.com.

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 reddit.com.

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.

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