On Wednesday April 24th 2019 Breda University of Applied Science will open its doors for a variety lectures, talks and demonstrations in the field of procedural content generation and will offer many opportunities to meet and share knowledge with fellow developers.
The conference will cover various topics ranging from procedural game, level design, storytelling to art. Presentations will be provided by leading figures in the field, presenting procedural content application in companies from indie game development to AAA games.
The Everything Procedural Conference previously took place in 2016 and 2018 and is gaining strong recognition as a leading conference in the field of procedural content for games.
Analytics at the core of game production, a Ghost Recon Story
Speaker: Yossef Benzeghadi - Ubisoft Paris
Procedural generation and systemic content often imply a lot of uncertainty for a game and how it will be experienced by players ultimately. But did you know game analytics can be your best ally in order to fine tune both your world and systems, and ensure the best player experience?
From our first playable build to a successful live game, you will discover how game analytics became a key pillar of Tom Clancy’s Ghost Recon Wildlands. Yossef Benzeghadi, Game Analytics Project Manager & Lead Data Analyst on Ghost Recon from Ubisoft Paris, will share concrete analytics use cases and success stories. This talk outline how gameplay data allowed us to better understand our players and leverage actionable insights directly into the game. Yossef will also give you a glimpse of analytics-driven features present in the game, unlocking technical and game design innovations.
A need driven faction system in a simulation based world
Speaker: Marc Braun - Blue Byte
Marc Braun will introduce Blue Byte's “Procedural Environment System”, a technology based on Ubisofts Snowdrop engine, being developed in their Düsseldorf studio. Marc will go through the steps of the simulation behind world creation and demonstrate the various needs they can derive from the geological structure as well as the setup of Flora and Fauna. He will show how they use these to spawn and move the simplest factions in the world – animals roaming through the world. He will then show more complex, human factions, define how they will want to settle in the world. He will talk about various connection types between settlements, and the generation of the settlements themselves. At the end, Marc will give an outlook on the logical next steps, creating single individuals of a certain faction and interaction between these.
EVERYTHING PROCEDURAL CONFERENCE (EPC2019)
Conference on Procedural Content Generation for Games
The conference is open to industry, professionals and students in the
field of Video Games, Game Development, Computer Graphics and Procedural
Content Generation. Sign up is required, as we will have limited places.
Talent scouts and job hunters:
The conference is a great place to meet employers and experts in the field of procedural content generation for games looking for a new challenge or a change in their career. During the day there will be many network opportunities, we try to create an informal safe environment to get in touch with your future employee or future employer.
Passes & Prices:
Conference: Wednesday 24 April 2019
Breda University of Applied Sciences
4837 CA Breda
> BUas Website