ABSTRACT

This chapter discusses approaches to pattern-based and procedurally generated levels that fit into human-centric architectural approaches to level design. It looks at examples of pattern-centric design in architecture that give us an idea of how to implement procedural systems that respond to human needs. The chapter uses the precedents to understand how level designers might implement systems that mix and match handmade level scenes in procedural ways. It addresses an important force in level design: procedural content generation. Patterns are interchangeable spatial ideas meant to solve problems of human experience in space, so they make great fits for designing content for procedural content generation (PCG) construction. For the handmade level designer, learning about PCG and how to design for it is an adventure worth taking as it can result in some really cool things.