All posts tagged: procedural generation

Designing game content architectures

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As game budgets expand once more, the success of a title often depends on producing large amounts of high quality content. This is not a trivial task. Mistakes setting up your content plans can easily result in panic, shipping delays, scope cuts, rework and crunch. Modern developers live on the content treadmill so we might as well embrace it.  For a long time I’ve been interested in content architectures, the tooling and data structures behind […]