Computer Games Design

Adventures in Procedural Content Generation - Adam Speers

Computer Games Design

Adventures in Procedural Content Generation - Adam Speers

Welcome to my blog

This blog was created to showcase the new talents i'm developing during the course of my studies at University of Suffolk for a degree in Computer games design.

Please check the portfolio pages for some examples of my work.

Please check the development blog for the latest progress on my final year project on procedural generation. 

Latest News

I've been refining the look of the prototype dungeon elements for the procedural generator. Have a look at the render below to get an idea of the look and feel. I must give that dragon some fire breath!

Corridor showing dividing walls, doors and NPC

Procedural Content Generation

An exploration of things, to make things, that can make more things...

Procedural Generation techniques are becoming ever more popular within the videogame industry, not only for the promise of generating infinite content, but it’s great utility in automating tasks that would have taken traditional game designers many hours to accomplish.

This blog will document my efforts to employ procedural generation in respect of ‘Drafting Content’ that is, the algorithms developed can be employed by a designer within Unity to automatically create a set of objects. For example a collection of building / dungeon components that can be generated at once that form patterns consistent with a castle / dungeon. These tools will allow a designer to easily deploy these within a level. Then they can add final polish and adjustment.

The main focus of this development blog will be on the creation of a set of algorithms and assets suitable for building a 3D dungeon procedurally, It will employ a Maze generating algorithm along with a set of rules to spawn the 3D geometry, locked doors and keys, collectibles and enemies.

Top view of 15 x 15 generated maze.