EVERYTHING PROCEDURAL

EPC2025

22-25 April 2025

CONFERENCE ON PROCEDURAL GENERATION FOR GAMES

Days
Hours
Minutes
Seconds

meet and share knowledge

From Tuesday April 22 to Friday April 25 2025 Breda University of Applied Sciences will host the Everything Procedural Conference for a variety of lectures, talks, demonstrations and masterclasses in the field of procedural content generation for games on our beautiful campus. The event offers many opportunities to meet and share knowledge with fellow developers.

The first Everything Procedural Conference took place in 2016. In the years since we have gained strong recognition as a leading conference in the field of procedural content for games.

Conference

THURSDAY 24-04-2025 & FRIDAY 25-04-2025

One of the Many Ways to Build a Procedural City

Creating a vast and dense virtual city is often considered the holy grail of procedural generation. While there are many ways to achieve this, the task would be impossible without constraints and limitations. In this talk, Larissa will discuss the process and design decisions that enabled the creation of a massive procedural city environment in Unreal Engine 5, where every building can be entered, using a custom procedural generation framework.

Larissa Davidova

Independent Game Developer

The Procedural Systems behind Dungeon Alchemist

Dungeon Alchemist is a fantasy mapmaking tool that employs procedural systems to allow its users to quickly generate beautiful, professional-quality battlemaps for their roleplaying games. In this talk, Karel, the lead programmer of Dungeon Alchemist, will go over the different procedural layers that make this happen. He will cover a wide range of topics, from terrain generation and room layout design to low-level mesh manipulation.

 

Karel Crombecq

Lead Programmer - Briganti

Revisiting Snake - PCG at runtime in UE5

On top of being used to generate offline, the PCG plugin in UE can also generate at runtime, with gameplay interaction. In this presentation, Adrien will revisit a classic game: Snake with a PCG twist. He will show us how to have gameplay elements impact the generation at runtime, but also how to profile the cost of PCG with some hints on how to adapt it to different platforms like Mobile. All while using the latest and greatest of PCG in UE 5.5.

Adrien Logut

Epic Games Montreal

Music Algorithm Smorgasbord

Niklas developed custom music software that enables music to react much more dynamically to game events than conventional tools allow. In this talk, he will walk you through several of the algorithms he uses and showcase how they sound in action.

Niklas Nygren

Game Designer / Adaptive Music Specialist - Nifflas' Games

Why You Should Open Source

Mythica is a company focused on building foundational tools for procedural game development. Slater Victoroff will explain why open sourcing our tools is the best choice for both our company and the industry. We’ll explore the challenges and benefits of open source and why you should consider it too.

Slater Victoroff

Mythica

Generating the World of Pax Dei

Learn how Mainframe creates the massive world for their MMO using Houdini, Unreal Engine 5, and a small team. This talk covers everything from technical design philosophy and pipeline development to key details and lessons learned.

Eetu Martola

Lead Technical Artist / Co-founder - Mainframe

Creative Support for Game Writing: How LLMs can Complement Human Creativity

While the generative power of LLMs is exciting, using them purely for direct content generation comes with challenges—plagiarism risks, unsafe outputs, and a tendency toward homogenization. At Embark, the ML and narrative teams have been experimenting with alternative applications, focusing on mixed-initiative workflows that enhance rather than replace human creativity. Though still in an exploratory phase, this work has provided valuable insights into the potential and limitations of LLM assisted writing. In this talk, Ashwathy will showcase prototypes of the tools they’ve been exporing, discuss the challenges encountered, and share how these experiments are shaping their understanding of writing with LLMs in games.

Ashwathy Revi

Embark Studios

Project Artemis: Generating worlds from the top down and the bottom up with Machine Learning

At PLAYERUNKNOWN Productions, the long-term goal is to create interesting worlds where thousands of players can coexist and experience emergent gameplay. In their conference talk, Joey and Patrick will discuss how the studio combines machine learning (ML) and procedural techniques to generate terrain for their games. Their projects, Prologue and Preface, showcase how they use ML to generate worlds on large planetary scales (Preface) and interesting game levels on small scales (Prologue). These ML methods are seeded by and feed into more classical procedural techniques. By combining these two techniques, PLAYERUNKNOWN Productions are on their way to achieving their goal of creating interesting worlds which encourage emergent gameplay.

Joey Faulkner

PLAYERUNKNOWN Productions

Patrick McCaffrey

PLAYERUNKNOWN Productions

Building the World of Hyper Light Breaker in Houdini and Unreal

In this presentation, Len and Christian will cover how a small team at Heart Machine utilized Houdini and Unreal to build a procedural world for the open-world rogue-like game: Hyper Light Breaker, currently in Early Access on Steam. In order to make every run feel unique but intentional, a directed procedural world pipeline was built from scratch working closely with design and environment art departments. A custom data-driven sub-system in Unreal populated surface features like trees, grass, and architecture, while terrain variants were generated in Houdini.

 

Len White

Lead Technical Artist - Heart Machine

Christian Sparks

Senior Technical Artist

Creative ember from Nodevember to December

Over the last couple of years, for Nikola, Nodevember has been the perfect launchpad for exploring procedural modeling and animation through quick (and occasionally more elaborate) experiments. Using Houdini as a primary tool, these explorations pushed the boundaries of creativity within the constraints of the event’s themes. This talk will delve into the technical challenges faced, the artistic decisions made, and the lessons learned along the way, offering insights into how constraints can fuel new perspectives.

Nikola Damjanov

Principal Technical Artist - Nordeus

Procedural generation in Prologue : Go Wayback!

During this talk, Remco and Micheal will share their experiences working on Prologue: Go Wayback! They will take us from the implementation of procedural techniques, the use of PCG inside of Unreal, and working with machine learning in their terrain pipeline with Houdini to the challenges and limitations they encountered in the process.

Remco van de Ven

Prologue : Go Wayback! PLAYERUNKNOWN Productions

Micheal van den Berg

Prologue : Go Wayback! PLAYERUNKNOWN Productions

Worlds from Words

Superworld demonstrates how LLMs transform natural language into procedural Houdini workflows, instantly generating terrains and cities from text prompts. Our pipeline automatically manages thousands of technical parameters, making sophisticated Houdini capabilities accessible to anyone regardless of technical expertise. This revolutionary approach represents the future of creative tool interaction, where AI comprehension meets procedural power to democratize content creation while preserving artistic control.

Thomas Tobin

Supermodel

Apex 101

Apex is still pretty scary and new for most existing Houdini artists, this talk Matt Estela will provide a jargon free explainer of the problems Apex is trying to solve, and a bridge from assumed Houdini knowledge into Apex

Matt Estela

CGWiki Author

To be announced

To be announced

To be announced

To be announced

To be announced

To be announced

To be announced

To be announced

MASTERCLASSES

TUESDAY 22-04-2025 & WEDNESDAY 23-04-2025

EPC2025_Skylark_16x9

HOUDINI BEGINNER PRODUCTION

tuesday 22-04-2025
wednesday 23-04-2025

This masterclass will be on-site and run over the course of two days (Tuesday and Wednesday) from 9:00 to 17:00. To participate you need to bring your own laptop or hardware. Tickets include drinks, lunch and a conference ticket.

PROJECT SKYLARK

Creating a Procedural Stylized World!

In this two-day beginner workshop, you will learn the fundamentals of tool-making with Houdini and Unreal Engine 5. Our focus is on creating stylized assets procedurally by leveraging tools that speed up asset creation. In Unreal, we develop various tools that help us build stunning scenes – including houses, foliage, and bridges. Additionally, all textures will be created using Houdini’s new COPs toolset.

Simon Verstraete

Julian Bragagna

Lea Kronenberger

Marn Schokker

EPC2025_Elderwood_16x9

HOUDINI ADVANCED PRODUCTION

tuesday 22-04-2025
wednesday 23-04-2025

This masterclass will be on-site and run over the course of two days (Tuesday and Wednesday) from 9:00 to 17:00. To participate you need to bring your own laptop or hardware. Tickets include drinks, lunch and a conference ticket.

Deep into Elderwood: APEX, COPs & Advanced Modelling

In this two-day advanced workshop, we will use Project Elderwood and Natsura to demonstrate how Apex can be pushed far beyond rigging to create powerful simulations and flexible 3d modelling tools. We will also show how the addition of Copernicus to the Houdini toolset simplifies complex photogrammetry workflows that previously relied on multiple tools, enabling artists to waste less time on roundtrips, automate repetitive tasks, and get from raw-scan to in-engine results much faster.

Over the course of several hands-on workshops, we will build a working modelling tool that highlights when Apex based modelling tools make sense (and when they don’t). The Apex sessions will be broken up by short Sops and Copernicus based tutorials and examples of plant modelling and scan processing.

No previous Apex experience is required, but a strong foundation in procedural modelling and Houdini is recommended.

George Hulm

Feike Postmes

EPC2025_Image_Placeholder

HOUDINI ADVANCED MASTERCLASSES

tuesday 22-04-2025
wednesday 23-04-2025

This two-day masterclass will feature a collection of advanced Houdini deep dives delivered by leading Houdini experts.

This masterclass will be on-site and run over the course of two days (Tuesday and Wednesday) from 9:00 to 17:00. To participate you need to bring your own laptop or hardware. Tickets include drinks, lunch and a conference ticket.

Tops Masterclass

A walkthrough of Tops by CGWiki Author Matt Estela, from first principles through to complex production level workflows.

Matt Estela

CGWiki Author

Destruction VFX Techniques with Houdini and Unreal

The focus of this masterclass will be to demonstrate several techniques for fracturing geometry within Houdini and Unreal and using those fractured assets inside Unreal for real-time destruction. The class with be divided into three different approaches for creating this destruction, using Houdini fractured assets with Niagara Systems and Point Caches, using Houdini fractured assets with Chaos simulations and finally fracturing and simulating with Chaos tools in Unreal while triggering Niagara Systems to spawn dust and debris.

Chris Chapman

NetherRealm Studios

LLM-powered Houdini Digital Assets

This hands-on workshop guides participants through creating their first LLM-powered Houdini Digital Asset (HDA). We’ll start with the basics of setting up Ollama locally, then learn how to design and implement a practical tool that leverages large language models to enhance your Houdini workflow. Participants will learn how to efficiently pass parameters between Houdini and LLMs, avoid common pitfalls like context overload, and structure their tools for optimal results. The session culminates with an exciting demonstration of using vision models to analyze and refine Houdini-generated content, opening up new possibilities for iterative creation. Perfect for Houdini users looking to incorporate AI into their pipeline, no prior machine learning experience required.

Thomas Tobin

Supermodel

More to be announced soon

screenshot-3

Bringing Environments to Life with Geometry Nodes

tuesday 22-04-2025
wednesday 23-04-2025

This masterclass will be on-site and run over the course of two days (Tuesday and Wednesday) from 9:00 to 17:00. To participate you need to bring your own laptop or hardware. Tickets include drinks, lunch and a conference ticket.

The focus of this workshop is the creation of a procedural environment that feels alive. We will go over multiple aspects of generating and dressing a biome and then tackle behavioral simulation of entities populating this environment. The workshop is modularly structured and participants are free to pursue various components of the system individually or collaboratively.
 

Everything will be achieved using Blender’s Geometry Nodes system. Previous experience with the system is not required.

Simon Thommes

Blender

Jacques Lucke

Blender

STUDENT SHOWCASE

FRIDAY 25-04-2025

to be announced

To be announced

To be announced

To be announced

to be announced

To be announced

To be announced

To be announced

to be announced

To be announced

To be announced

To be announced

JOIN OUR NEWSLETTER

Discount is provided for students, alumni and group tickets. 

Please provide the correct promotion code at checkout.

EPC2025_BUASSTUDENT – For BUas students

EPC2025_ALUMNI – For BUas alumni

EPC2025_STUDENTS – For students

WHERE TO FIND US

CONTACT US