Omnigenesys: A Universal Framework for Procedural Map Generation in Digital Games
Resumo
Introduction: The creation of digital maps and scenarios is one of the most costly processes in game development, becoming a bottleneck especially in genres that rely on replayability and scalability. Procedural Content Generation (PCG) emerges as a promising alternative, yet current tools such as Houdini Engine, Unreal PCG Framework, and Dungeon Architect operate within closed ecosystems and lack standard interoperability between game engines, forcing developers to rebuild procedural content from scratch when migrating platforms. Objective: This paper presents Omnigenesys, a universal and modular framework for procedural map generation, independent of any specific game engine, designed to address the fragmentation and lack of portability in existing PCG tools. Steps: The framework was developed following the Design Science Research (DSR) methodology through iterative cycles of problem identification, requirements definition, artifact construction, and demonstration. The core is implemented in Go, exporting maps as structured JSON consumed by engine-specific adapters, with working integrations delivered for both Unity and Unreal Engine. Expected Results: End-to-end pipelines have been demonstrated in both Unity and Unreal Engine, generating maps deterministically from a seed and assembling them at runtime. Formal evaluation of cross-engine reuse metrics remains as future work.
Palavras-chave:
Procedural Content Generation, Game Engine, Interoperability, Framework, Map Generation
Referências
Freiknecht, J. e Effelsberg, W. (2017). A survey on the procedural generation of virtual worlds. Multimodal Technologies and Interaction, 1(4):27.
Hasnain, S., Togelius, J., e Risi, S. (2022). A survey of procedural content generation for games. In IEEE Conference on Games.
Hendrikx, M., Meijer, S., Velden, J. V. D., e Iosup, A. (2013). Procedural content generation for games: A survey. ACM Transactions on Multimedia Computing, Communications and Applications, 9(1).
Hevner, A. R., March, S. T., Park, J., e Ram, S. (2004). Design science in information systems research. volume 28, pages 75–105.
Perlin, K. (1985). An image synthesizer. ACM SIGGRAPH Computer Graphics, 19(3):287–296.
Shaker, N., Togelius, J., e Nelson, M. J. (2016). Procedural Content Generation in Games. Springer.
Stefan, I. A., Warmelink, H. J. G., Arnab, S., Dagnino, F., Lo, J., e Mooney, J. (2013). Accessibility, reusability and interoperability in the european serious game community. In 9th International Conference eLearning and Software for Education, volume 2, pages 55–60.
Zamorano, M., Zaragoza, U. S. J., e Cetina, C. (2024). Game software engineering: A controlled experiment comparing automated content generation techniques. In Proceedings of the 18th ACM/IEEE International Symposium on Empirical Software Engineering and Measurement (ESEM ’24).
Hasnain, S., Togelius, J., e Risi, S. (2022). A survey of procedural content generation for games. In IEEE Conference on Games.
Hendrikx, M., Meijer, S., Velden, J. V. D., e Iosup, A. (2013). Procedural content generation for games: A survey. ACM Transactions on Multimedia Computing, Communications and Applications, 9(1).
Hevner, A. R., March, S. T., Park, J., e Ram, S. (2004). Design science in information systems research. volume 28, pages 75–105.
Perlin, K. (1985). An image synthesizer. ACM SIGGRAPH Computer Graphics, 19(3):287–296.
Shaker, N., Togelius, J., e Nelson, M. J. (2016). Procedural Content Generation in Games. Springer.
Stefan, I. A., Warmelink, H. J. G., Arnab, S., Dagnino, F., Lo, J., e Mooney, J. (2013). Accessibility, reusability and interoperability in the european serious game community. In 9th International Conference eLearning and Software for Education, volume 2, pages 55–60.
Zamorano, M., Zaragoza, U. S. J., e Cetina, C. (2024). Game software engineering: A controlled experiment comparing automated content generation techniques. In Proceedings of the 18th ACM/IEEE International Symposium on Empirical Software Engineering and Measurement (ESEM ’24).
Publicado
29/09/2026
Como Citar
OLIVEIRA, Rodrigo Dubeux Mendes de; MATOS, Erick Simões de.
Omnigenesys: A Universal Framework for Procedural Map Generation in Digital Games. In: TRILHA DE COMPUTAÇÃO – ARTIGOS CURTOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 153-158.
DOI: https://doi.org/10.5753/sbgames_estendido.2026.25726.
