The development of modern games and simulations requires significant resources. Improving efficiency of this process is an important goal of our research. One way to achieve improved efficiency is through procedural art: art that is generated by systems that use minimal or no user input/guidance. Because of this nature it has several benefits over traditionally generated content:

  • It allows for massive content generation that would be impossible or impractical if created using traditional approaches. For example, where the creation of various galaxies including numerous planets with detailed surface details would take too many man hours, a procedural system could be developed to solve this.

  • It can create resolution independent art that can be used over a variety of systems. Since most IP’s are cross-developed for different platforms (e.g. Wii U, 3DS, PS3, PS4, XBox 360, PC, iPhone and Android) all with their own requirements and limitations, this offers great benefits.

  • When used to generate art autonomously, it can be used as a limitless source of inspiration. A properly set up system can come up with an unlimited amount of designs that go beyond the limitation of the designer.

Various examples of practical use cases in games and movies.

  • Simcity Digital deluxe (EA, 2013)

  • Infinity (I-NOVEAS Studios, currently in development)

  • SSX (EA, 2012)

  • Spore (Maxis, EA, 2008)

  • EVE-Online (CCP games, 2003), Dust 514 (CCP games), Boxing game, Borderlands weapons



In our research, we work together with SideFX, which provides the Houdini tool for high-level programming of procedural graphics.

Kim Goossens (
Ronny Franken (