Pier Luca Lanzi, Michele Pirovano
Procedural content generation dates back to the early 1980s when simple algorithmic procedures were applied to generate huge, possibly infinite, amount of game content with very limited resources. Nowadays, although the memory limitations are long forgotten, procedural content generation is still widely used both to reduce the design costs, to generate those immense scenarios which would be infeasible for human designers, and to inspire human designers. In this presentation, we show application of procedural content generation using Unity and discuss various tricks of the trade.
Pier Luca Lanzi is associate professor at the Politecnico di Milano, Dipartimento di Elettronica, Informazione e Bioingegneria where he teaches the courses "Video game Design and Programming" and "Data Mining and Text Mining". His research areas include evolutionary computation, machine learning, and computational intelligence. He is interested in the applications to data mining and computer games. He is member of the editorial board of the Evolutionary Computation Journal, Evolutionary Intelligence, and the IEEE Transaction on Computational Intelligence and AI in Games.
Michele Pirovano (9th March 1987, Bergamo) obtains a bachelor's degree in information engineering in Dalmine in 2009, a master's degree in automation engineering in 2011 and a PhD in Computer Science at POLIMI in 2015. He is currently a postdoc at POLIMI, his research regards game design and development, artificial intelligence, and serious games. Michele also works as a freelance game developer, specialized in rapid prototyping, procedural generation, development tools creation, and gameplay design and programming.