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andrewdoull

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    Thanks for these insights into the procedural narrative design challenges in Left4Dead, especially the impact on level design work flow.

    I was wondering: Has Valve has investigated using procedural generation of level geometry (beyond simple height field mapping)? If you have, what are the biggest challenges that you see in this area? Do you think this will ever be feasible for 3d games?

    And would you see the behavioural model you describe helping in this area? (Am I asking enough questions for another blog entry or 3).

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