In this blog post I’m going to cover what my interpretation of procedural content generation is and how I’m going to be using it within my final year project.

Procedural content generation covers a variety of possible uses, interpretations and implementations. My understanding of procedural content generation is the programmatic creation of game content using a pseudo-random process, resulting in the creation of an unpredictable range of possible gameplay elements and environments.

A pseudorandom process is a process that appears to be random but is not.

Randomness is a key factor, from a few input variables there should be a large amount of possible types of content being generated. However, truly random generation of content is not the goal, this would just create content which does not feel designed to the player, this is where the generation being procedural is paramount. All of the content, using randomised variables is carefully tuned, selected and designed by the programmers algorithms.

This is going to be one of the key areas I will be focusing on for my progress on my final year project, a vertical game slice in the Action RPG genre. I aim to generate an entire 3D environment using a few variables, some pseudo-randomness, and my programmatic design; to be used as the main environment within the game that I am creating.

I will be working alongside James Piercey on this endeavour and you can track his progress on the design, and assets being created for this project on his blog. I will be keeping this blog up to date with my progress from a programmers point of view so keep an eye out for that!