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Author
Flaherty, Aidan B.Readers/Advisors
Bell-Smith, MichaelTerm and Year
Spring 2023Date Published
2023
Metadata
Show full item recordAbstract
This paper explores the nature of procedural generation in video games. It explores the primary methods of procedural generation and the way that each of these methods have been implemented and the reason why they have been implemented. In addition, this paper also explores the pitfalls of procedural generation and the ways that these pitfalls can be improved upon and thereby make the case that procedural generation will push both video games and virtual reality forward should these pitfalls be meaningfully improved upon.Accessibility Statement
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