Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry
Not on the map. Why?
Abstract (arXiv)
While the games industry is moving towards procedural content generation (PCG) with tools available under popular platforms such as Unreal, Unity or Houdini, and video game titles like No Man's Sky and Horizon Zero Dawn taking advantage of PCG, the gap between academia and industry is as wide as it has ever been, in terms of communication and sharing methods. One of the authors, has worked on both sides of this gap and in an effort to shorten it and increase the synergy between the two sectors, has identified three design pillars for PCG using mixed-initiative interfaces. The three pillars are Respect Designer Control, Respect the Creative Process and Respect Existing Work Processes. Respecting designer control is about creating a tool that gives enough control to bring out the designer's vision. Respecting the creative process concerns itself with having a feedback loop that is short enough, that the creative process is not disturbed. Respecting existing work processes means that a PCG tool should plug in easily to existing asset pipelines. As academics and communicators, it is surprising that publications often do not describe ways for developers to use our work or lack considerations for how a piece of work might fit into existing content pipelines.
Key facts. Cited by 5 papers in the map (data through 7 Oct 2026). First posted on arXiv 19 May 2020.
Builds on
No reference list yet.
Built on by
Citing papers per year: 2021: 2; 2022: 1; 2023: 1; 2024: 0; 2025: 1.
5 papers.
- 2023Hierarchically Composing Level Generators for the Creation of Complex Structurescited by 4
- 2021Design-Driven Requirements for Computationally Co-Creative Game AI Design Toolscited by 3
- 2021Procedural Generation of 3D Maps with Snappable Meshescited by 0
- 2022Optimists at Heart: Why Do We Research Game AI? (Extended Version)cited by 0
- 2025Heuristics for AI-driven Graphical Asset Generation Tools in Game Design and Development Pipelines: A User-Centred Approachcited by 0
- 2025Heuristics for AI-driven Graphical Asset Generation Tools in Game Design and Development Pipelines: A User-Centred Approach4 Mar 2025
- 2023Hierarchically Composing Level Generators for the Creation of Complex Structures3 Feb 2023
- 2022Optimists at Heart: Why Do We Research Game AI? (Extended Version)17 May 2022
- 2021Procedural Generation of 3D Maps with Snappable Meshes30 Jul 2021
- 2021Design-Driven Requirements for Computationally Co-Creative Game AI Design Tools29 Jul 2021