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Constructing the Catacombs - Procedural Architecture for Platformers
With procedural generation and roguelike elements ever on the rise in games, creating environments that feel varied and natural is an increasingly important goal of procedural design. In this talk, we'll look at the level generation in Catacomb Kids, and discuss how we managed to make spaces that are fun, interesting and challenging, and how we dealt with the obstacles that arose in the process.
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