Peter Ølsted
a software developer for games, technology and fun projects
Example of generated level
A generated level. With spawn and bomb placement positions.

Procedual FPS Level Generation

Human driven evolution with PCG

Utilizing procedual content generation and human driven evolution, our approach can generate levels that quickly adapts to the group of players preferences. Developed by Benjamin Ma and myself for our thesis, the multiplayer FPS uses human driven evolution to select the map to play, and procedual content generation techniques to generate the maps.

Before each map, the players are presented with a voting screen where they vote on which of the six map they want to play next. The six maps presented are the six best levels out of a few hundred generated. Our generation technique guarantees that the levels are always playable and has good engagements that reinforces tactical descissions.
March 2014 - November 2014
Interactive Evolution
C#, Unity
Written with