Procedural approaches in open-world games: Game artists' perspective
Procedural approaches in open-world games: Game artists' perspective
Dosyalar
Tarih
2022
Yazarlar
Özmen, Can
Süreli Yayın başlığı
Süreli Yayın ISSN
Cilt Başlığı
Yayınevi
Graduate School
Özet
Procedural Modeling (PM) or Procedural Content Generation (PCG) is both research and application topic for forty years. That is basically data amplification technique to create immersive media output. Also, the term includes many applications that run with specific inputs for desirable outcomes. Today, with the acceleration of digitalization, the interest in the game and the playing time per individual have increased, and the need for game content has increased accordingly. Since there are relatively large maps and universes in open world games, productive systems must meet this need.For theses in English, the summary in English must have 300 words minimum and span 1-3 pages, whereas the extended summary in Turkish must span 3-5 pages. A summary must briefly mention the subject of the thesis, the method(s) used and the conclusions derived. The main importance of Procedural techniques is labor-efficiency, realism and attractiveness in the product. There are several areas that PCG is using in games as modeling, texturing, narrative, simulation, sound and game design. Also, from the beginning of the game-making, Procedural approaches become more and more important in considering creating larger game spaces and adding layers into player experience. Commercial games use these techniques for quantity and variation of the game content to enrich player experience. Early examples of this approach, which has become widespread in digital game production processes, used randomness for story-based corridor production in role-playing games. Even though Rogue and Elite games were early applications, Procedural Content Production/Procedural Approaches were used in certain areas in the game production process. They could not pass into an advanced, general-use phase. Hardware (deficiencies in game development tools), software (limited algorithms), and a low number of experts can be listed among the main reasons why Procedural Content Production/Procedural Approaches did not spread rapidly when they first emerged. The power of data amplification offers the opportunity to create bigger projects with limited workforce in indie game companies. The main reason for interest in PCG is obviously the generation of a great amount of content. Human labor is neither fast, nor cheap in comparison with PCG. Since the game making has arisen, the quantity of workers has scaled up in particular projects and production times could last many years. Because of this, development costs rise up. The number of profitable games and the ability of the run budget in game making are affected negatively. In addition there is an ongoing argument which claims that there can be optimistic recruitment for game companies about cheaper and more rapid game productions. The argument is based on swapping particular workers who work in the design and art field, into Procedural or Generative Algorithms by keeping desirable game making standards. On the other hand, there is another perception in using PCG to broaden and work with artist creativity and make it possible even the small groups can handle a great number of contents in games. On the other hand, the independent developer model is the way companies produce with relatively little investment and employees. It is seen that the workforce is mainly limited in companies working with the independent developer model. In this context, it is thought that the data amplifier feature of Procedural Approaches creates an opportunity for game companies working with the independent developer model. Compared to Procedural Modeling outputs, the human workforce remains slow and expensive. One of the areas where Procedural Approaches respond in the game production process is optimization. Optimization techniques allow the compression and refinement of the game's partial or total data while supporting the production of games with relatively large file sizes. Thus, the desired geometry is produced at the desired time, and memory optimization is achieved. This optimization in computer hardware allows the effective use of visual data. Procedural approaches are used in many areas of Open World Game production. The literature data on Procedural Approaches, which form the basis of the study, are examined under two main headings: Procedural Content Production in Open-World Games and Procedural Content Production in Game Development, Actor and Processes. Procedural Content Production in Open World Games and Procedural Content Production in Game Development are examined under three sub-titles: Open World Components (Terrain, Plant, Built Environment), Content Types (Models and Textures) and Tools/Algorithms (Artist Friendly Tools, Procedural Game Engines and Plugins for Content Production). Although Procedural Approaches are used in many areas in game production, the scope of the study will focus on open-world environmental elements, modelling and texturing issues. In addition, current tools for Procedural Approaches from the artist's perspective will also be introduced. The main title of Procedural Content Production, Actor and Processes in Game Development is also examined under three sub-titles: Conceptual Design and Procedural Content Generation, Game Artist and Procedural Content Generation Relationship, Handcraft vs Automatization. A two-layer qualitative analysis method was employed in the study. These layers are pilot study and semi-structured expert interviews. Within the scope of the pilot study, open-ended questions obtained from the literature were directed to two professionals, and the data obtained from this constituted the main study scope. Interviews with nine professionals within the scope of the main study are analyzed in the conclusion part. Transcriptions obtained from the transcript of the interview texts, 1. Specification in the use of PA, 2. PCG Tools, 3.Standalone Need /Independent Tool Need, 4.Art Directable – Artist Friendly Tools, 5.Conceptual Design of Games within PCG, 6. Handcraft vs Automatization, 7.Customization in Narration, 8. Online-Offline Generation, 9. Need for Advanced Skills, 10.Opportunities for Indie – Small Sized Studios were examined in the light of lenses.
Açıklama
Thesis (M.Sc.) -- İstanbul Technical University, Graduate School, 2022
Anahtar kelimeler
Video games,
Digital games,
Procedural content generation