# Intelligent Generation of Graphical Game Assets: A Conceptual Framework and Systematic Review of the State of the Art

arXiv: https://arxiv.org/abs/2311.10129 · HTML: https://mlsanity.com/paper/2311.10129/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 107 of its 308 references that are in the map.
- First posted on arXiv 16 Nov 2023.

## Builds on (most cited first, 30 of 107)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [High-Resolution Image Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2112.10752/) (2021)
- [Mask R-CNN](https://mlsanity.com/paper/1703.06870/) (2017)
- [Hierarchical Text-Conditional Image Generation with CLIP Latents](https://mlsanity.com/paper/2204.06125/) (2022)
- [Photorealistic Text-to-Image Diffusion Models with Deep Language Understanding](https://mlsanity.com/paper/2205.11487/) (2022)
- [A Style-Based Generator Architecture for Generative Adversarial Networks](https://mlsanity.com/paper/1812.04948/) (2018)
- [Image-to-Image Translation with Conditional Adversarial Networks](https://mlsanity.com/paper/1611.07004/) (2016)
- [Zero-Shot Text-to-Image Generation](https://mlsanity.com/paper/2102.12092/) (2021)
- [DreamFusion: Text-to-3D using 2D Diffusion](https://mlsanity.com/paper/2209.14988/) (2022)
- [Progressive Growing of GANs for Improved Quality, Stability, and Variation](https://mlsanity.com/paper/1710.10196/) (2017)
- [Occupancy Networks: Learning 3D Reconstruction in Function Space](https://mlsanity.com/paper/1812.03828/) (2018)
- [On the Properties of Neural Machine Translation: Encoder-Decoder Approaches](https://mlsanity.com/paper/1409.1259/) (2014)
- [Scaling Autoregressive Models for Content-Rich Text-to-Image Generation](https://mlsanity.com/paper/2206.10789/) (2022)
- [Learning Implicit Fields for Generative Shape Modeling](https://mlsanity.com/paper/1812.02822/) (2018)
- [Convolutional Occupancy Networks](https://mlsanity.com/paper/2003.04618/) (2020)
- [CogView: Mastering Text-to-Image Generation via Transformers](https://mlsanity.com/paper/2105.13290/) (2021)
- [Image Segmentation Using Deep Learning: A Survey](https://mlsanity.com/paper/2001.05566/) (2020)
- [Pixel2Mesh: Generating 3D Mesh Models from Single RGB Images](https://mlsanity.com/paper/1804.01654/) (2018)
- [LION: Latent Point Diffusion Models for 3D Shape Generation](https://mlsanity.com/paper/2210.06978/) (2022)
- [Zero-Shot Text-Guided Object Generation with Dream Fields](https://mlsanity.com/paper/2112.01455/) (2021)
- [A Neural Algorithm of Artistic Style](https://mlsanity.com/paper/1508.06576/) (2015)
- [Accurate 3D Face Reconstruction with Weakly-Supervised Learning: From Single Image to Image Set](https://mlsanity.com/paper/1903.08527/) (2019)
- [Deep Marching Tetrahedra: a Hybrid Representation for High-Resolution 3D Shape Synthesis](https://mlsanity.com/paper/2111.04276/) (2021)
- [GET3D: A Generative Model of High Quality 3D Textured Shapes Learned from Images](https://mlsanity.com/paper/2209.11163/) (2022)
- [Neural 3D Mesh Renderer](https://mlsanity.com/paper/1711.07566/) (2017)
- [Magic123: One Image to High-Quality 3D Object Generation Using Both 2D and 3D Diffusion Priors](https://mlsanity.com/paper/2306.17843/) (2023)
- [Rodin: A Generative Model for Sculpting 3D Digital Avatars Using Diffusion](https://mlsanity.com/paper/2212.06135/) (2022)
- [StyleSDF: High-Resolution 3D-Consistent Image and Geometry Generation](https://mlsanity.com/paper/2112.11427/) (2021)

## Built on by (most cited first, 1 of 1)

- [Heuristics for AI-driven Graphical Asset Generation Tools in Game Design and Development Pipelines: A User-Centred Approach](https://mlsanity.com/paper/2503.02703/) (2025)

## Abstract (arXiv)

Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets, such as clouds, buildings or vegetation, that do not require gameplay function considerations. There is also a breadth of literature examining the procedural generation of such elements for purposes outside of games. The body of research, focused on specific methods for generating specific assets, provides a narrow view of the available possibilities. Hence, it is difficult to have a clear picture of all approaches and possibilities, with no guide for interested parties to discover possible methods and approaches for their needs, and no facility to guide them through each technique or approach to map out the process of using them. Therefore, a systematic literature review has been conducted, yielding 200 accepted papers. This paper explores state-of-the-art approaches to graphical asset generation, examining research from a wide range of applications, inside and outside of games. Informed by the literature, a conceptual framework has been derived to address the aforementioned gaps.
