This study introduces a game environment that sees users discover new variation of flowers. The assets created or discovered can then be traded between users on a global market place. Users can combine their discoveries or “cross pollinate them” to create new assets based on the properties of the original two. The game also allows users to print 3D replicas of their collection of flowers.

While this is an interesting and original idea that has the opportunity to have an infinite amount of content for its users its global user base of 1900 users is relatively small. While the game its self present some extremely interesting ideas like putting the procedurally generated assets at the center of the experience and making the users content creators its small consumer base makes this a limited success.

Ultimately this form of research is extremely fascinating as it could potentially pave the way for the creation of more professional content for game artists where procedural assets can be traded and altered between a community to greatly reduce time taken to create artifacts.

Risi, S., Lehman, J., D’Ambrosio, D., Hall, R. and Stanley, K. (2016). Petalz: Search-Based Procedural Content Generation for the Casual Gamer. IEEE Transactions on Computational Intelligence and AI in Games, 8(3), pp.244-255.

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