Procedural Generation in Gravel
Björn Jansson · KTH Publication Database DiVA (KTH Royal Institute of Technology) · 2014
This thesis is concerned with procedural generation in a genre of games where it is not very common; 2D physics-based puzzle games. I will explore which different methods of procedural generation that will work with this kind of game, if any. If there is an easy way to implement procedural generation it could cut down on the game designers work load significantly, which would allow more content to be produced at a higher pace.