MEDIA INFORMATION

 
 
 
COLLECTION NAME:
Graduate Thesis Collection
Record
Title:
Procedural city generation and techniques for game designers
Creator:
Fournier, Matthew John
Subject:
Thesis (M.F.A.) -- Visual Effects
Subject:
Savannah College of Art and Design -- Department of Visual Effects
Rights:
Copyright is retained by the authors or artists of items in this collection, or their descendants, as stipulated by United States copyright law.
Abstract:
Modern films and 3D games are often set within large urban environments. Current techniques to create these environments are time-consuming, require expensive tools and involve enormous amounts of geometry, including buildings, roads, terrain and all their details. One alternative is to employ a procedural approach; Genesis is one such tool for the Houdini API that automates modeling, texturing and object placement while giving explicit control over “Hero” objects that require more detail. Generating a city is challenging work; urban environments are often unique and influenced by their surrounding area. In modern games, the look of a city and its layout can vary based on geography, time periods, culture and population, all under the interpretation of an art director. The Genesis tool and proposed workflow will enable artists to quickly create these environments with the ability to manipulate individual assets. These assets are constructed in a procedural manner allowing artist to modify models, textures, topology and modules efficiently.
Abstract:
Keywords: procedural modeling, level design, game design, Houdini, Unity, game art, procedural cities, procedural roads, city layout, procedural game design, procedural generation
Publisher:
Savannah, Georgia : Savannah College of Art and Design
Date:
2014-11
Format:
PDF ; 35 p. : ill. (some col.) ; WMV (2)

Procedural city generation and techniques for game designers