Delft University of Technology


Manual game content creation is an increasingly laborious task; with each advance in graphics hardware, a higher level of fidelity and detail is achievable and, therefore, expected. However, virtual worlds are still designed almost entirely by hand on a low level of abstraction (e.g. manual creation and placement of geometry). Although numerous automatic (e.g. procedural) content generation algorithms and techniques have been developed over the years, their application in both games and simulations is not yet widespread. In this talk we briefly discuss a variety of procedural techniques and analyze their potential to alleviate current problems in next-gen game design teams.

Rafael Bidarra is assistant professor Game Technology at the Faculty of Electrical Engineering, Mathematics and Computer Science of Delft University of Technology, The Netherlands. He graduated in electronics engineering at the University of Coimbra, Portugal, in 1987, and received his PhD in computer science from Delft University of Technology in 1999. He teaches and supervises several courses and projects on video games within the Computer Science programme “Media and Knowledge Engineering”, and leads the research work on game technology at the Computer Graphics and CAD/CAM Group. His current research interests in this area include the development and application of procedural and semantic modelling techniques in the specification and generation of both virtual worlds and game play. He has published many papers in international journals, books and conference proceedings, and has served as member of several program committees.


Date: 2008-Jun-30     Time: 09:30:00     Room: 336

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