Human-Computer Interaction

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:

Prerequisites:

References:


Contact Persons at the University Würzburg

Prof. Dr. Sebastian von Mammen
Games 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

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