Intelligent Generation of Graphical Game Assets: A Conceptual Framework and Systematic Review of the State of the Art
Kaisei Fukaya, Damon Daylamani-Zad, Harry Agius

TL;DR
This paper reviews the current state of procedural graphical asset generation in games and beyond, proposing a comprehensive framework to guide future research and application in this diverse field.
Contribution
It provides a systematic review of 200 papers and introduces a conceptual framework to unify and guide graphical asset generation methods.
Findings
Comprehensive review of 200 papers on graphical asset generation
Development of a conceptual framework for procedural asset creation
Identification of diverse approaches across gaming and non-gaming domains
Abstract
Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets, such as clouds, buildings or vegetation, that do not require gameplay function considerations. There is also a breadth of literature examining the procedural generation of such elements for purposes outside of games. The body of research, focused on specific methods for generating specific assets, provides a narrow view of the available possibilities. Hence, it is difficult to have a clear picture of all approaches and possibilities, with no guide for interested parties to discover possible methods and approaches for their needs, and no facility to guide them through each technique or approach to map out the process of using them. Therefore, a systematic literature review has…
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Taxonomy
TopicsArtificial Intelligence in Games · Video Analysis and Summarization · Human Motion and Animation
