# Procedural Generation of 3D Maps with Snappable Meshes

arXiv: https://arxiv.org/abs/2108.00056 · HTML: https://mlsanity.com/paper/2108.00056/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 3 of its 45 references that are in the map.
- First posted on arXiv 30 Jul 2021.

## Builds on (most cited first, 3 of 3)

- [SuSketch: Surrogate Models of Gameplay as a Design Assistant](https://mlsanity.com/paper/2103.11726/) (2021)
- [Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry](https://mlsanity.com/paper/2005.09324/) (2020)
- [Evaluating Mixed-Initiative Procedural Level Design Tools using a Triple-Blind Mixed-Method User Study](https://mlsanity.com/paper/2005.07478/) (2020)

## Abstract (arXiv)

In this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints. The proposed approach avoids size and layout limitations, offering the designer control over the look and feel of the generated maps, as well as immediate feedback on a given map's navigability. A prototype implementation of the method, developed in the Unity game engine, is discussed, and a number of case studies are analyzed. These include a multiplayer game where the method was used, together with a number of illustrative examples which highlight various parameterizations and piece selection methods. The technique can be used as a designer-centric map composition method and/or as a prototyping system in 3D level design, opening the door for quality map and level creation in a fraction of the time of a fully human-based approach.
