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http://david.fancyfishgames.com/2016/08/procedurally-assisted-generation.html
procedural generation generative space
Procedural generation is great at adding variation on content, but not creating new content (other than AI). Hand-crafted levels add content - bosses, enemies, and core progression. Create an intelligent design by using PCG to generate layouts and fill spaces; this reduces development time while maintaining that hand-crafted feel.
https://heredragonsabound.blogspot.com/2019/02/perlin-noise-procedural-content.html
procedural generation generative space roguelike
Random generation can generate many spaces, but few are interesting spaces. You can make your generation hit more interesting spaces by leveraging deep domain knowledge about your game world to make interesting content. Interesting spaces are oddly-shaped and probably use various different algorithms.
https://www.possibilityspace.org/tutorial-generative-possibility-space/
generative space procedural generation platformer
An introduction to possibility and generative spaces, and a look at generating Mario levels: some algorithms generate in larger, more varied but also unplayable spaces, while others generate smaller, more interesting, but more predictable spaces.
https://www.youtube.com/watch?v=dZv-vRrnHDA
procedural generation automated game design generative space
A detailed introduction to automated game design: writing code that designs game mechanics for you. Start with three landmark games, look at the search space size, and use automated game-playing to tell how strategic or fun the game is.