About the course

The purpose of this course is to allow the student to gain experiences and abilities to construct and evaluate different solutions to algorithmically generate game content for game worlds, game levels or items.

Course content

The course contains the following moments:

- Introduction to Procedual Content Generation (PCG) and its role
- Search-based PCG
- Player-driven PCG
- L-systems and vegetation
- Terrain, landscapes and fractals
- Levels and their structures
- Content evaluation and expressive range
- Interactive narrative and mix-initiative design tools

Syllabus and course literature

You can find a list of literature in the syllabus, along with other details about the course.

Entry requirements and selection

Entry requirements

The equivalent of English 6 in Swedish secondary school.

At least 60 credits in the main field of Computer Science including at least 15 credits of programming.

Either a completed course of at least 7.5 credits in Data Structures and Algorithms, or a completed course of at least 7.5 credits in Artificial Intelligence.


Upper secondary grades 20%, University credits completed 60%, Swedish Scholastic Aptitude Test (SweSAT) 20%

Course evaluation

The university provides all students who are participating in, or have completed, a course to express their experiences and views on the course through a course evaluation which is organized at the end of the course. The university will collate the course evaluations and provide information about their results and any actions prompted by them. The results shall be made available to the students. (HF 1:14).


For more information about the education: