Abstract
This paper presents an experimental methodology of procedural content generation (PCG) for natural environments with a focus on game design and visualization. This approach allows us to define a set of instructions to shape the content generation to meet the requirements of game design and level design teams. For the validation process, we have discussed and analyzed a playtesting session.
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Acknowledgment
The authors are grateful to the Foundation for Science and Technology (FCT, Portugal) for financial support through national funds FCT/MCTES (PIDDAC) to CeDRI (UIDB/05757/2020 and UIDP/05757/2020) and SusTEC (LA/P/0007/2021).
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Sousa, J.P., Oliveira, G., Barbedo, I., Barroso, B., Tavares, R., Lopes, R.P. (2023). Implementation and Playtesting for a World Adventure Game’s Procedural Content Generation System. In: Brooks, A.L. (eds) ArtsIT, Interactivity and Game Creation. ArtsIT 2022. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 479. Springer, Cham. https://doi.org/10.1007/978-3-031-28993-4_14
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