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Francesco Abbonizio - The Art of Procedural - Create your worlds -
1. Creative Commons Corporation (“Creative Commons”) is not a law firm and does not provide legal services or legal advice. Distribution of Creative Commons public licenses does not create a lawyer-client or other relationship. Creative
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2. The Art of Procedural
-Create your worlds-
Overview of the most common procedural techniques and their use in the Industry.
3. What do we have today
What do we have today
‣ Who am I?
‣ Why Procedural?
‣ How does it work?
4. Who am I?
Overview of the most common procedural techniques and their use in the Industry.
5. About me
Education
‣ Degree at the university of Lincoln, UK in Computer Games Production
‣ Master in Games Development at the university of Birmingham
6. About me
Experiences
‣ Internship at Sony - Birmingham
‣ Co-Founder of an indie company - Dixidiasoft
‣ Freelance work, from web to 3D, Tech Art and Environment
‣ Lead Artist at Ovosonico - Last day of June
‣ Tech Environment artist at CD PROJEKT RED - Cyberpunk 2077
19. Why Procedural
Pipeline improvements
‣ Procedural generation is also important for the developer.
‣ Nowadays is possible to automatically do the most menial stuff.
20. Why Procedural
Pipeline improvements
‣ Procedural generation is also important for the developer.
‣ Nowadays is possible to automatically do the most menial stuff.
‣ Therefore leaves time for artists to work on more creative things.
23. How it’s done
Overview of the most common procedural techniques and their use in the Industry.
24. What is procedural?
There are several types of procedural approaches depending on the type of game you
want to do.
Procedural generation can be related to:
‣ Game content
‣ Game assets
25. What is procedural?
There are several types of procedural approaches depending on the type of game you
want to do.
26. Procedural content types:
‣ Low procedural (Borderlands, Civilization, Age Of Empires)
‣ High procedural (Diablo, Minecraft, No man’s sky)
27. Low Procedural
‣ A tiny fraction or a single feature is procedural
‣ In game items, game map, crafting
28. Full Procedural
‣ The majority of the content is procedural
‣ Based on “replayability” and “exploration”
29. Asset Generation
A lot can be said around it, but let’s take a look at some most common approaches:
30. Asset Generation
A lot can be said around it, but let’s take a look at some most common approaches:
‣ Map/landscape generation
31. Asset Generation
A lot can be said around it, but let’s take a look at some most common approaches:
‣ Map/landscape generation
‣ Architecture generation
32. Asset Generation
A lot can be said around it, but let’s take a look at some most common approaches:
‣ Map/landscape generation
‣ Architecture generation
‣ Character and vehicle generation
33. Asset Generation
A lot can be said around it, but let’s take a look at some most common approaches:
‣ Map/landscape generation
‣ Architecture generation
‣ Character and vehicle generation
‣ Improved texturing and detailing
34. Basic Techniques
Most procedural generation starts with noises, there are many types and is up to the user
to pick the most fitting, they are all based on algorithms
40. Landscape Generation
After generating a world to look nice and well done, it is important to make it more
realistic:
‣ Rain / Wind Erosion simulation
‣ Weathering simulation
‣ Coastal erosion simulation
43. Landscape Generation
Using the generated data of erosion / coastal waves / weathering and sediment we can
generate also highly detailed textures and texture maps for the procedural landscape
51. Texture/Material Generation
‣ Substance is the best program for this
‣ Their company, Allegorithmic, has ties with most companies
‣ Most Artists use Substance for texturing
52. Texture/Material Generation
‣ Substance is the best program for this
‣ Their company, Allegorithmic, has ties with most companies
‣ Most Artists use Substance for texturing
‣ Tileable textures are mostly procedural now