In my MSc. thesis, I have re-tackled the problem of procedurally generating content for physics-based games I have previously investigated in my BSc. graduation thesis. This time around I propose two novel methods: the first is projection based for faster generation of physics-based games content. The other, The Progressive Generation, is a generic, wide-range, across genre, customisable with playability check method all bundled in a fast progressive approach. This new method is applied on two completely different games: NEXT And Cut the Rope.
The Ultimate Test Automation Guide_ Best Practices and Tips.pdf
Ultra Fast, Cross Genre, Procedural Content Generation in Games [Master Thesis]
1.
2. A Progressive Approach
for Content Generation of Games
A Projection-Based Approach
for Real-time Assessment of Physics-based Games
3. A Progressive Approach
for Content Generation of Games
A Projection-Based Approach
for Real-time Assessment of Physics-based Games
4. A Progressive Approach
for Content Generation of Games
A Projection-Based Approach
for Real-time Assessment of Physics-based Games
Real-time
5. A Progressive Approach
for Content Generation of Games
A Projection-Based Approach
for Real-time Assessment of Physics-based Games
Real-time
Generic
13. Sequels 2010, 2011, 2012 and 2013, 2014
WWDC 2011, won an Apple Design Award for the iOS platform
150 million downloads
1.6 million users/daily
Physics-basedGames/CuttheRope
80. The Generation Problem on its HEAD!
Level
(Player Interactions)
Generator
(Comps Placement)
81. The Generation Problem on its HEAD!
Level
(Player Interactions)
Generator
(Comps Placement)
Generator
(Player Interactions)
82. The Generation Problem on its HEAD!
Level
(Player Interactions)
Generator
(Comps Placement)
Generator
(Player Interactions)
Level
(Comps Placement)
120. A Projection-Based Approach for Real-time Assessment and Playability Check for Physics-Based Games
In Proceedings of EvoGames: Applications of Evolutionary Computation, Lecture Notes on Computer Science, 2015
121. A Progressive Approach to Content Generation
In Proceedings of EvoGames: Applications of Evolutionary Computation, Lecture Notes on Computer Science, 2015