~/talk

Build Your Workforce

Talkat Games Connect Asia Pacific 2018 · 2018-10-23..10-24· [game-development]
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slides:none on file

Procedural pipelines that produce hand-quality content, not obvious randomness: a debris blueprint that seeds repeatable trash with a changeable random seed, a fence builder and utility-pole spline that save dozens of hours after ~8 hours of tooling, a Filter Forge texture tool that generates ~400 metal panels in three days, SpeedTree and World Machine for foliage and terrain, Unreal Blueprints for hierarchical generators and a wavefunction collapse system that stitches playable tiles into cohesive maps.

AI-written summary · about

  1. 0:00Introduction
  2. 2:18Lessons from the workplace
  3. 5:06Philosophy of proc gen
  4. 6:40Setting requirements
  5. 14:15Procedural toolkits
  6. 20:17Building custom blueprints
  7. 33:58Wavefunction collapse
  8. 48:18Q&A and closing
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