A Database-Driven Framework for 3D Level Generation with LLMs
Kaijie Xu, Clark Verbrugge

TL;DR
This paper presents a scalable, database-driven framework for generating complex, navigable 3D game levels with adaptable gameplay pacing, using LLM-assisted construction and constraint-based optimization.
Contribution
It introduces a novel multi-phase pipeline that combines modular database components with optimization to systematically generate multi-floor 3D levels.
Findings
Successfully generates diverse, navigable 3D environments.
Capable of simulating different gameplay pacing strategies.
Framework demonstrates scalability and configurability.
Abstract
Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a novel framework for generating such levels, centered on the offline, LLM-assisted construction of reusable databases for architectural components (facilities and room templates) and gameplay mechanic elements. Our multi-phase pipeline assembles levels by: (1) selecting and arranging instances from the Room Database to form a multi-floor global structure with an inherent topological order; (2) optimizing the internal layout of facilities for each room based on predefined constraints from the Facility Database; and (3) integrating progression-based gameplay mechanics by placing components from a Mechanics Database according to their topological and spatial rules. A…
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