迈向友好的混合倡议程序内容生成:行业的三大支柱
Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry
摘要:
虽然游戏行业正在朝着程序化内容生成(PCG)的方向发展,这些工具可以在Unreal,Unity或Houdini等流行平台上使用,而视频游戏如No Man's Sky和Horizon Zero Dawn则利用了PCG,但学术界和工业界之间的差距在沟通和共享方法方面仍然很大。其中一位作者曾在这一差距的两边工作,并努力缩短这一差距,增加两个部门之间的协同作用,他使用混合倡议接口为PCG确定了三个设计支柱。三大支柱是尊重设计师控制,尊重创意过程和尊重现有的工作流程。尊重设计师的控制是关于创建一个工具,提供足够的控制,以实现设计师的愿景。尊重创造性的过程本身就意味着有一个足够短的反馈回路,创造性的过程不会受到干扰。尊重现有的工作流程意味着PCG工具应该很容易地插件插入现有的资产管道。作为学者和传播者,令人惊讶的是,出版物通常不描述开发人员使用我们工作的方式,或者缺乏对工作如何适应现有内容管道的考虑。
英文摘要:
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.
机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。