This thesis explores ways of utilizing procedural generation methods for video game materials in order to construct an efficient framework that provides high-level control to artists over environmental storytelling in games. Even though procedural generation and environmental storytelling have been important parts of game production for years, the exact connection between individual visual elements of materials and environmental storytelling is underexplored. This thesis addresses the issue by analyzing both real-world and video game materials and by creating a framework for artists to build their own procedural materials with an emphasis on environmental storytelling.
The focal point of the research is on video games that employ physically-based rendering (PBR) methods, are in 3D, and are either realistic or represent stylized realism. However, as the research draws inspiration from many different mediums, it is possible to apply the findings or the theory of this research to other types of digital media such as animated film, and even to real-world productions such as stage design for theater shows, if seen fit. The end product of this thesis is a proposed framework for creating PBR materials accompanied by a production example presented as images, video, and an interactive prototype.