Procedural cities
Monday, May 7th, 2007
Theres a number of excellent posts on the blog of Indie studio Introversion Software, the creators of Darwinia and Defcon. Introversion’s solution to the spiraling costs of game development is the employment of procedural content as a replacement for a warehouse of battery artists. Their visual style is lo-fi (think Tron) but by no means out of date, they have worked with the minimal aesthetic and kinda run with it, rather than trying to use it to replicate the industry-standard plasto-photorealism.
In a refreshing change to the closed-airtight box of game development, they are spilling all manner of beans about what they are up to for their next title, Subversion. This currently involves the investigation of procedurally generated cities. The distinguishable and procedurally-generatable patterns at different levels make it such a cool set of systems to explore. I remember chatting to my brother about this a year or so ago, its a hugely interesting thing, I think due to the chainable nature of the systems involved. You can chain a city generator to a block generator to a building generator and generate enormous amounts of content. Anyway, make sure you check out posts two and four - especially the videos. The cityscape reminds me a lot of Substrate by Jared Tarbell.
There seem to be a number of open-source (?) projects offering a starting point for the exploration of procedural cities, such as Citygen, and CGen. For more in-depth reading material, its probably worth checking out the work of the American architect Christopher Alexander.






















