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Entertain."],"published-print":{"date-parts":[[2017,4,4]]},"abstract":"<jats:p>This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on the generation of specific graphic props (reefs) in an explorer game.<\/jats:p>\n          <jats:p>We briefly portray the state-of-the-art of PCG and compare various methods to create random patterns at runtime. Taking a step towards the game industry, we describe an actual game production and provide a detailed pseudocode implementation showing how Perlin or Simplex noise can be used efficiently.<\/jats:p>\n          <jats:p>In a comparative study, we investigate two alternative implementations of a decisive game prop: once created traditionally by artists and once generated by procedural algorithms. 41 test subjects played both implementations. The analysis shows that PCG can create a user experience that is significantly more realistic and at the same time perceived as more aesthetically pleasing. In addition, the ever-changing nature of the procedurally generated environments is preferred with high significance, especially by players aged 45 and above.<\/jats:p>","DOI":"10.1145\/2974026","type":"journal-article","created":{"date-parts":[[2017,4,5]],"date-time":"2017-04-05T12:46:38Z","timestamp":1491396398000},"page":"1-15","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":15,"title":["Procedural Content Generation for Game Props? 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