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Procedural Content Generation (PCG) is a process through which FPS levels are transformed over time, with those changes being affected by the players in the game. In this piece, Peter Thorup Ølsted, Benjamin Ma, and Sebastian Risi have documented the findings of their research on 'Interactively Evolving Multiplayer Maps'. The following is shortened version of the Thesis from Peter, Benjamin, and Sebastian. The full thesis is approximately ten times as long as what's included here. There is an attachment which allows you to download the full thesis, which I urge you to do if you
Who is Hardy?Hardy LeBel has been in the game industry for over 20 years, with stints working as the lead designer of ONI and Halo, and as Design Director of Microsoft Game Studios. He's the founder of The Video Game Career Academy. Series IntroIn this Youtube series, Hardy offers an introduction to Level Design. The series is broken into 5 parts as follows: Building Game Levels - Part 1 Building Game Levels - Part 2 Level Design Inspiration and Concept - Part 1 Level Design Inspiration and Concept - Part 2 Game Development Career Questions