Working With Change
Speaker: Innes McKendrick - Hello Games
Modern games rarely ship just once - with early access, ongoing updates and downloadable content, continuing to develop a project after an initial launch is the norm. But when generative techniques can offer vastly different results with just minor changes to input and techniques, how can you continue to work on them? What can you do to plan ahead? How can you remain flexible to change, without limiting your output? In this talk, Innes will discuss the continuous work to update No Man's Sky since its launch in 2016, looking at techniques the team developed (and sometimes wished they'd developed earlier!) to manage, test and improve its procedurally generated universe.
> No Man's Sky
> Hello Games
Using Voxelization For Environment Art in Horizon Zero Dawn
Speaker: Ben Schrijvers - Guerrilla Games
In this talk Ben Schrijvers from Guerrilla Games will explain how voxelization was used to generate iso surface meshes that contribute to the seamless integration of calcification and ice buildup for the "metal world" environments in Horizon Zero Dawn.
> Horizon Zero Dawn
> Guerrilla Games
Houdini - Your Gateway to Generative Design
Speaker: Manuel Casasola Merkle & Moritz Schwind - Entagma
The rift between technologists and artists sometimes seems insurmountable. Both fields share the need for highly specialized tools of which only few manage to cross the gap that exists between the visually driven world of designers and the logics focused realm of developers and TDs. Houdini is the closest thing to a universal swiss army tool that unifies both art and technology thus allowing artists to try their hands at procedural design in an unprecedented manner. Entagma's Manuel & Moritz will take you on a journey of what is possible in generative design using Houdini both in personal and commercial projects.
Entagma will also provide the annual Masterclass on Procedural Content Generation preceeding the conference, more info can be found in the footer below.
Exploring the Collaboration between Proceduralism and Deep Learning
Speaker: Anastasia Opara - SEED (Search for Extraordinary Experiences Division) at EA
Proceduralism is a powerful language of rules, dependencies and patterns that can generate content indistinguishable from a manually produced one. Yet there are new opportunities that hold a great potential to enhance the existing techniques. In this talk, Anastasia will share her learning journey into the world of Deep Learning and discuss how it can contribute to the current Procedural workflows.
> SEED (Search for Extraordinary Experiences Division) at Electronic Arts
Wave Function Collapse in Bad North
Speaker: Oskar Stalberg - Bad North
Bad North is a procedurally generated strategy game about fighting Vikings. Oskar Stalberg will talk about how the Wave Function Collapse algorithm is employed to magically assemble idyllic island dioramas from handcrafted tilesets. You'll learn about the theory behind WFC, its implementation and further development in Bad North, as well as the tools and pipeline surrounding it. Lastly, Oskar will cover how he approaches the integration of art and tech aesthetically.
> Bad North
Houdini in AAA Production / Using Procedural Modeling and Kits
Speaker: Twan de Graaf - Ubisoft Paris
In the first part of the talk we will go over how we started using Houdini at Ubisoft Paris for our tool creation process, and how it evolved. We will cover how it worked, why it was successful and what to keep in mind. The second part is a more in-depth look into one of the tool categories we created for Ghost Recon Wildlands. In particular we talk about tools to place instances and how this compares to procedural modeling and manual approaches.
> Ghost Recon
Procedural opportunism in Watch_Dogs 2
Speaker: Pierre Villette - Ubisoft Paris
On Watch_Dogs 2, we intensively used procedural methods in world production within the Paris team. This presentation will show how we have done that in the very specific context of co-dev, with an "opportunist" approach respecting the pipeline and the usual methods followed by other studios. Audience will discover how we pushed forward those methods to support world creation but also, world statistics, FX and how we crossed multiple data sources to create "Constraints aware procedural methods", that are at the very heart of World First approach.
> Watch_Dogs 2
Substance Production Pipeline Insights
Speaker: Laurens Corijn - Allegorithmic
In this presentation, Laurens Corijn from Allegorithmic takes you through an overview of using Substance Designer to automate asset texturing in production. Laurens has previously worked as a technical artist at Splash Damage and EA DICE, focusing on improving art pipelines. Drawing from experience in previous projects, Laurens presents an example where high productivity gains can be made texturing environment assets. We'll run though preparing and setting up assets in your 3D application, planning and creating the materials and templates for texturing and finally we'll look at sharing these assets studio-wide, as well as setting up a fully automated process.