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Introduction to PCG (Procedural Content Generation) for Game Designers: The Principles and Applications of PCG That Designers Should Know

PCG (Procedural Content Generation) is a design approach that automatically generates game content based on rules and conditions. It is utilized for various content such as maps, items, events, and quests, and is currently widely used throughout the game industry to improve development efficiency and gameplay variety. PCG is no longer limited to specific genres or technical teams; it has become one of the fundamental concepts that game designers must understand. PCG is often misunderstood as merely a mathematical or programming technique, but in reality, the most important aspect is the planning-stage choices and design that determine "what kind of experience to create repeatedly." This course is an introductory lecture focused on understanding and utilizing PCG from a designer's perspective. Rather than teaching how to write code, it gradually explains why PCG is necessary, what problems it solves, and how it is used in game design, centered on principles and case studies.

46 learners are taking this course

Level Beginner

Course period Unlimited

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game-development
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What you will gain after the course

  • Understanding the basic structure and operating principles of PCG (Procedural Content Generation) from a planning perspective

  • A clear understanding of the key terms and design elements used in PCG

  • Framework for planning ideas to apply PCG to various game content

  • The ability to articulate design intentions in a planning language that can be shared with programmers and PCG

Have you heard of PCG (Procedural Content Generation)?

Maps, items, events, and similar content

When you're thinking about how to efficiently create large amounts of content,

You'll come across the term PCG (Procedural Content Generation) at least once.

However, what PCG exactly means,

and how game designers should understand this concept from what perspective doesn't easily resonate.

This lecture covers PCG from

not as complex technology or implementation methods, but

why PCG emerged,

how it differs from manually created content,

and how it's used to solve what kinds of problems from

I'll explain it step by step from a game designer's perspective.

Here's what you'll learn

Section 1. Understanding the Concept of Procedural Content Generation (PCG) and the Role of Game Designers

PCG is not simply a technology that "automatically creates content."
From a designer's perspective, PCG is a system where results are created through rules and conditions.

What is the difference between manually created content and the PCG approach?
This section starts with why PCG emerged,
what problems it's used to solve,
and organizes how designers should understand this concept.
It also examines PCG's position within the overall development flow
through case examples of problems that occur when PCG is poorly implemented.


Section 2. Core Principles and Techniques that Constitute PCG

You cannot understand PCG with just the explanation "it comes out randomly."
PCG consists of the process until results are created,
the conditions and constraints that limit the results,
and the range of results that varies with repetition.

This section explains what elements PCG consists of,
and how these elements affect the diversity and predictability of results
from a designer's perspective.
You will learn to view PCG as a structured system.


Section 3. Various PCG Methods and Use Cases

PCG doesn't apply equally to all content.
In some games, PCG is a major advantage,
but in other cases, it can actually detract from the fun.

In this section, we'll examine how PCG is utilized in various content such as maps, items, events, etc.

We'll compare cases where PCG is effective and where it isn't,
and outline what criteria planners should use to determine whether to apply PCG.


Section 4. PCG Planning and Quality Management for Practical Application

Understanding PCG does not mean you can implement it directly.

This section focuses on what planners need to consider
when deciding whether or not to use PCG.
With an understanding of PCG's structure,
it clarifies the intent and limitations,
and organizes the planner's role in being able to communicate with developers in the same direction.
It concludes with standards for treating PCG not as something to "delegate"
but as a design approach that can be judged and explained.

Who This Is For

  • "They say it's PCG… but what exactly does that mean?"

    Those who have heard the term but are unsure how much they need to understand it as a planner

  • A planner who has experienced conversations ending abruptly when faced with "Can't we just make it random?" without being able to explain further

  • There's talk about implementing PCG, but you've felt frustrated because you couldn't organize why it's needed and what effects to expect

  • A designer who received feedback that using PCG makes the game less fun, but couldn't explain what the problem was

  • As content volume increases, indie developers or small team planners who are feeling the limitations of manual planning

After taking this course, here's what will change

  • With 'understanding' rather than 'vagueness'
    You'll be able to explain PCG not as a "difficult technology," but as a system where results are created through rules and conditions.

  • You gain criteria for judgment
    You develop standards to determine whether PCG is suitable for this content or if manual work would be better.

  • You'll be able to speak about PCG in a designer's language
    Instead of just saying "make it random," you'll explain your intentions in terms of result ranges, conditions, and iteration perspectives.

  • Collaboration becomes much easier
    You can clearly organize how you want to use PCG and how much control you want to have, allowing you to communicate with programmers using the same language.

  • You'll shift from 'delegating' PCG to 'choosing' it
    You'll be able to decide as a designer when to use PCG and when not to use it.

Features of This Course

All lecture slides are provided as PDF files.

The slides used in the lecture are provided as PDF materials for review.
By utilizing these materials, you can take notes directly on the PDF or print them out for note-taking,
and refer to them frequently when designing your own projects or portfolios.

Clear explanations using AI voice and condensed progression enable efficient learning.

Like my other courses, this course was also recorded using AI voice. Using the latest AI models, the course content is delivered with accurate pronunciation and natural explanations that rival professional voice actors.

All lectures were recorded and edited using pre-prepared lecture scripts, resulting in the most condensed lectures with not a single second of wasted time.

Additionally, thanks to the AI's accurate pronunciation, nearly 100% accurate automatic subtitles are generated. Therefore, improved delivery of lecture content is now possible for those who listen to classes with subtitles enabled.

And I've added slight variations to the AI voice tone for each lecture. Therefore, you can listen without getting bored, as if each lecture is being explained by a different instructor.

Points to Note Before Enrollment

Learning Materials

  • For all lectures, we provide PDF versions of the slides used during recording. You can download and use them freely.

Prerequisites and Important Notes

No special technical prerequisites are required to take this course.
Even without experience in programming, game engines, or PCG-related tools,
it is structured to help you understand PCG concepts and structures from a designer's perspective.

However, if you have the following experience, you will be able to follow the course more easily.


  • Experience playing games across various genres such as RPG, roguelike, and open world
    (This helps in understanding how maps, items, and events are repeatedly generated)

  • Familiarity with basic game design terminology
    (content, systems, loop structures, play flow, etc.)

Recommended for
these people

Who is this course right for?

  • A game designer who has heard of PCG (Procedural Content Generation), but can't quite grasp how much they need to know about it as a planner

  • A game designer who feels frustrated because they need to plan random maps/items/events but can't explain it beyond just saying "it's random"

  • A game designer who doesn't understand the terminology or how it works when making PCG-related requests to programmers, causing conversations to go nowhere

  • A planner who is experiencing "the limitations of manual work" while considering live services or large-scale content

Need to know before starting?

  • You don't need any programming or math knowledge to take this course.

  • You can take this course even if you have no experience implementing PCG directly or using related tools.

  • Experience with game engines such as Unity or Unreal is not required.

  • It would be helpful if you have a basic understanding of overall game design. (content, systems, balance, etc.)

  • If you have experience playing various games such as RPG, roguelike, and open world, it will help you understand PCG examples.

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다양한 실무 게임 개발 경험을 가진 현업 개발자입니다. PC, 온라인, 모바일, 콘솔, VR 등 다양한 플랫폼을 대상으로 한 상업용 게임 개발에 참여해 왔습니다. 제 강의는 AI 음성을 이용하여 제작됩니다. 그래서 머신 튜터입니다.

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16 lectures ∙ (1hr 9min)

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