After the first edition of the Everything Procedural Conference, the conference will return in 2018. On Wednesday April 25th NHTV 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.

CONFERENCE

Using Voxelization For Environment Art in Horizon Zero Dawn

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.

> Entagma


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


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.

> www.anastasiaopara.com
> SEED (Search for Extraordinary Experiences Division) at Electronic Arts


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
> Ubisoft


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
> Ubisoft




Speaker: To be announced


What:
EVERYTHING PROCEDURAL CONFERENCE (EPC2018)
Conference on Procedural Content Generation for Games

Admittance:
The conference is open to students and professionals 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 - Industry: 89 Euro (includes free lunch, coffee and drinks afterwards)
- Conference - Students: free
- Masterclass - Industry: 249 Euro (includes free lunch, coffee and Conference pass)
- Masterclass - Students: free

When:
Masterclass: Monday 23 and Tuesday 24 April 2018
Conference: Wednesday 25 April 2018

Where:
NHTV Breda University of Applied Sciences
Mgr. Hopmansstraat 1
4817 JT Breda
the Netherlands
> NHTV Website

Breda Tourist Office:
> VVV Website

Contact:
> Contact form

Sign up:
> Get your tickets here!

Keep me up to date!
> Newsletter form

Become a sponsor or affiliate!
> Sponsor form

Social:
> Facebook
> Twitter

MASTERCLASS

Masterclass: Entagma - PBD Techiques and Volume Techniques

Preceding the Everything Procedural conference, NHTV will host a two-day SideFX Houdini Masterclass by Entagma's Manuel & Moritz. This is a unique opportunity to learn, meet and work with the best mentors in the field. Please check their website to get a taste of their work and approach and come to NHTV Breda to get the full experience.


Day 1: PBD Techiques - Manuel Casasola Merkle

Although PBDs are called "grains" in Houdini, they offer far more possibilities than just simulating your average sand castle. Wires, Cloth, even fluids can be efficiently simulated using PBDs. Not only that but they come in handy when it comes to numerical problems such as surface packing. Manuel will give an in-depth look into how to set up multiple production proven PBD setups, covering not only the logic behind Houdini's grain system but also how it works under the hood and how to take advantage of its architecture.


Day 2: Volume Techniques - Moritz Schwind
Program Board
Ronny Franken
Bojan Endrovski
Zoran Arizanovic
Mata Haggis


Sponsors and Affiliates