Space Syntax in Generated Game Levels
Bill Hillier's theory of Space Syntax, as described in The Social Logic of Space (1984), proposes a universal language and method for describing the relationships between spaces in manmade environments. My goal is to apply his theory to inform the development of procedural game spaces to better meet the goals of designers.
Generations of Generation
Below, you'll see several iterations of the program I'm using to generate procedural levels for testing my applications of Hillier's theory. Originally built for a game called Black Oak Manor, my level generator creates varied 2D haunted mansions by arranging pre-authored room types in the bounds of a house shape.
This project is being developed as part of my Master's Thesis option for Georgia Tech's Digital Media program. It is being reviewed and developed under the guidance of Dr. Michael Nitsche and the Digital World Image Group (DWIG).