Tues: Overview of main families of generative methods (parametric design, grammars, genetic techniques, constraint programming) and examples of their application.
Thurs: Introduction to particle systems. Overview of SFML library (game library used in homework assignments).
Further information: No Man's Sky: How I Learned to Love Procedural Art
Tues: Perlin noise and its application to texture generation and terrain generation.
Thurs: Guest Lecture: Johnathan Pagnutti, Recipe and Music generation.
Further reading: Making Noise (Ken Perlin talk), Hugo Elias’ Perlin Noise page, A Survey of Procedural Noise Functions (Lagae et al.)
Fri: Due, Homework #1 on Particle Systems
Tues: Guest Lecture: Afshin Mobramaein, Texture synthesis
Thurs: Overview of main families of grammar-based generative methods. Shape grammar, split grammar, L-systems.
Fri: Due: Final project initial proposal
Mon: Due, Homework #2 on Noise and Terrain Generation
Tues: Level design
Read: Launchpad, Generating Missions and Spaces
Thurs: Generating cities, generating objects
Read: Procedural Modeling of Cities, Capturing a rebel: modeling the Harley-Davidson brand through a motorcycle shape grammar
Further reading: Generative Modeling with Timed L-Systems (McCormack), Procedural City, Part 1 (Introduction) (also, see video)
Mon: Due, Homework #3 on Generation using Grammars
Tues: Overview of genetic algorithms, artificial life
Read: Evolving Virtual Creatures
Thurs: Genetic algorithms for generating game content
Read: Galactic Arms Race, Sentient Sketchbook: Computer-Aided Game Level Authoring
Mon: Due, Final Project Design Document
Tues: Board game generation, computational creativity and games
Read: Evolutionary Game Design (Ludi), Formalizing Non-Formalism
Thurs: Generating mechanics-focused computer games
Read: Mechanic Miner, Towards generating arcade game rules with VGDL
Week 7 – Dungeon and Level Generation. Answer Set Programming
Tues: Algorithms for roguelike dungeon generation
Read: Rooms and Mazes (see also this generator inspired by the article), TinyKeep Procedural Dungeon Generator (see also original description)
Thurs: Answer Set Programming
Read: Map Generation Speedrun with Answer Set Programming, Answer Set Programming for Procedural Content Generation
Further information: Generating Procedural Dungeons in Galak Z
Further reading: Constructive Generation Methods for Dungeons and Levels (Chapter 3)
Further reading: Procedural generation of dungeons
Fri: Due: Final Project Work-in-Progress video
Tues: Mixed Initiative systems
Read: Tanagra, Sketchaworld- Declarative procedural worlds
Thurs: Level design and constraints
Read: Automated Redesign of Local Playspace Properties, A Mixed-Initiative Tool for Designing Level Progressions in Games
Fri: Due: Final Project Work-in-Progress video
Tues: Spore creatures (inverse kinematics approach)
Read: Real-Time Motion Retargeting to Highly Varied User Generated Morphologies
Thurs: Final project presentations
Fri: Due: Final project submission, final project video
Tues: Muscle systems
Read: Flexible muscle-based locomotion for bipedal creatures
Thurs: Issues in using Generative Methods for game design
Watch: Panel: Designing a Procedurally Generated Game
Read: So you want to build a generator