PCG Modeling Based on Established Art and Architecture Schools
This project is already assigned.
Motivation:
Space is a very important element in game(s) engineering; it is defined by its continuous or discrete aspect, by its topology and cardinality. Space, in games, contains the entities (2D or 3D) that constitute the game world. Game worlds are designed and crafted by game designers. The more a game world is bigger the more cost and time it requires to be built. A solution for this is Procedural Content Generation. PCG methods allow us to generate “endless” game worlds without redundancy. Moreover, we have many schools and currents of art and architecture that have already tackled the “space” problematic and the design issues (De Stijl[1], Suprematism[2], Constructionism[3], etc). The idea is to use procedural content generation methods to build game worlds based on established art and architecture schools’ designs.
Tasks:
The aim of this project is to build an API/Plugin for a game engine of your choice (Godot, Unity, Unreal Engine.) based on L-Systems[4] and Relational Growth Grammars[5] according to a chosen architecture or art school visual vocabulary. Therefore, the following steps have to be taken:
- Literature research analyzing and categorizing existing APIs
- Conceptualization of an API based on a specific algorithm
- Application to an architecture or art school visual vocabulary
- Implementation and showcase
Prerequisites:
- Research methods
- Principles of Real-time interactive systems
- Game engines (Godot, Unity, Unreal Engine)
- Programming languages (C#, C++)
- Modeling (Blender)
References:
- [1] Jaffé, Hans LC. “De Stijl 1917-1931.” The Dutch Contribution to modern art, Amsterdam (1956).
- [2] Shatskikh, Aleksandra. Black Square: Malevich and the origin of Suprematism. Yale University Press, 2012.
- [3] Harel, Idit Ed, and Seymour Ed Papert. Constructionism. Ablex Publishing, 1991.
- [4] Kari, Lila, Grzegorz Rozenberg, and Arto Salomaa. “L systems.” Handbook of formal languages. Springer, Berlin, Heidelberg, 1997. 253-328.
- [5] Kurth, Winfried. “Specification of morphological models with L-systems and relational growth grammars.” Image–Journal of Interdisciplinary Image Science 5.1 (2007): 50-79.
Contact Persons at the University Würzburg
Prof. Dr. Sebastian von MammenGames Engineering, Universität Würzburg
sebastian.von.mammen@uni-wuerzburg.de
Mounsif Chetitah (Primary Contact Person)
Games Engineering, Universität Würzburg
mounsif.chetitah@uni-wuerzburg.de
PD Dr. Eva Wattolik
Department Medienwissenschaften und Kunstgeschichte, Institut für Kunstgeschichte
eva.wattolik@fau.de