Visual aesthetics in procedurally generated environment design Creation of explorable locations in Barotrauma
Dinh, Tuan Anh (2020)
Dinh, Tuan Anh
2020
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2020052112764
https://urn.fi/URN:NBN:fi:amk-2020052112764
Tiivistelmä
Procedurally generated content has shown its popularity in video games in recent years. However, it is crucial to guarantee the visual aesthetic aspects of computer-generated content in order to enhance the players' gaming experience. The objectives of the thesis are to find the balance between procedural generation and human-made design while maintaining the importance of visual aesthetics in environment design.
The thesis analyzed the significance of procedural generation in video games while showing its difficulties in the application following with an example of how game developers handled procedural generation's disadvantages while managing to maximize its benefits. Eventually, a project called Barotrauma and how procedural generation is implemented into the game is thoroughly analyzed.
The author also focuses on the importance of visual aesthetics in video games' environment design and its effects on players. Theories related to the topic are discussed to demonstrate how visual elements evoke players' emotions during gameplay. Additionally, the thesis also highlights the relationship between visual aesthetic and procedurally generated environment by analyzing different game titles' production workflows. Their workflows are used as references for the later stages in the production.
The thesis’s productive outcome is one of Barotrauma’s outpost locations, an explorable area generated by artificial intelligence. The author provides a workflow of creating a collection of assets with different techniques and programs in order to illustrate the application of visual aesthetics in a procedurally generated environment. The thesis and its productive outcome also show potentials in other features of the game and as a reference for future projects.
The thesis analyzed the significance of procedural generation in video games while showing its difficulties in the application following with an example of how game developers handled procedural generation's disadvantages while managing to maximize its benefits. Eventually, a project called Barotrauma and how procedural generation is implemented into the game is thoroughly analyzed.
The author also focuses on the importance of visual aesthetics in video games' environment design and its effects on players. Theories related to the topic are discussed to demonstrate how visual elements evoke players' emotions during gameplay. Additionally, the thesis also highlights the relationship between visual aesthetic and procedurally generated environment by analyzing different game titles' production workflows. Their workflows are used as references for the later stages in the production.
The thesis’s productive outcome is one of Barotrauma’s outpost locations, an explorable area generated by artificial intelligence. The author provides a workflow of creating a collection of assets with different techniques and programs in order to illustrate the application of visual aesthetics in a procedurally generated environment. The thesis and its productive outcome also show potentials in other features of the game and as a reference for future projects.