Matt Karoglou is a freelance writer and musician who has been playing video games for 36 years and writing about them for almost as long. When he's not editorializing about the intricacies and ...
How Spelunky Made Procedural Generation Fun Spelunky used procedural generation to improve replayability and compete with big budget games. Now Spelunky 2 will try to do it better. Let's look back on ...
Procedural content generation (PCG) represents an innovative approach to the creation of video game elements through algorithmic processes. This methodology has evolved from early rule‐based systems ...
New consoles (so sweet!), 40,000 polygons (many emotions!), really textured rocks (wow!). Have you ever seen concrete pipes so... beautiful? We've done it, we've made graphics look "real," let's go ...
While speaking about the massive overhaul that’s been made to the game’s engine, Bethesda’s Todd Howard made a note about procedural generation, or more specifically how these engine changes will ...
MMOs are infamous for the exorbitant amount of both time and money that is required to make a fantastic end product. Much of this effort and expenditure goes into producing very specific content such ...
This is a story about serendipity and probability. “There in the bathroom line, I met Arnaud,” He told Engadget. “We started chatting, and we were sort of mutual fans of each other's work, and we ...
The Elder Scrolls II: Daggerfall, a major accomplishment by most standards, proved several things. Firstly, it proved that The Elder Scrolls: Arena wasn’t a fluke and that Bethesda had the chops to ...
Daniel's been gaming since he was old enough to reach the keyboard and has a Bachelor's Degree in Writing from the University of Tampa. It's worth clarifying what Starfield's procedural generation ...
Our style guide has a whole section devoted to Star Citizen. For the past year every article we've written has needed to start in the same way "Star Citizen's now has more money than [insert large, ...