Posted May 10, 2021 by BlueChris118
After reading "The Death of the Level Designer: Procedural Content Generation in Games Part One to Six" by Andrew Doull and "Search-based Procedural Content Generation: A Taxonomy and Survey" by Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, Cameron Browne.I notice that both readings would be talking about how (PCG) Procedural content generation is used within game development but the second reading would go into more depending which I found interesting because it would show how that the (PCG) would be used for many things like online vs offline. Which the other reading would talk about how the PCG could fail to deliver on promises.