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Francesco Abbonizio - The Art of Procedural - Create your worlds -

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Nowadays games have increased in scope and size to a point where human hand alone is no longer enough, and to keep the standards of quality of the industry has become an increasingly difficult task. Luckily for us, new technologies are being developed to reduce the workload of the artist. In this talk we will delve into the common techniques and tricks used to create increasingly impressive worlds.

Publicado en: Tecnología
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Francesco Abbonizio - The Art of Procedural - Create your worlds -

  1. 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 Commons makes its licenses and related information available on an “as-is” basis. Creative Commons gives no warranties regarding its licenses, any material licensed under their terms and conditions, or any related information. Creative Commons disclaims all liability for damages resulting from their use to the fullest extent possible.
  2. 2. The Art of Procedural -Create your worlds- Overview of the most common procedural techniques and their use in the Industry.
  3. 3. What do we have today What do we have today ‣ Who am I? ‣ Why Procedural? ‣ How does it work?
  4. 4. Who am I? Overview of the most common procedural techniques and their use in the Industry.
  5. 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. 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
  7. 7. Why Procedural? Overview of the most common procedural techniques and their use in the Industry.
  8. 8. Why Procedural Game size and content ‣ Remarkably big worlds
  9. 9. Why Procedural Game size and content ‣ Remarkably big worlds ‣ Human hand may not suffice
  10. 10. Why Procedural
  11. 11. Why Procedural Game size and content ‣ Not just creating, but also filling a world
  12. 12. Why Procedural Game size and content ‣ Not just creating, but also filling a world ‣ Make the world more interactive
  13. 13. Why ProceduralCase Study: Darkest Dungeon
  14. 14. Why ProceduralCase Study: Legend of Grimrock II
  15. 15. Why Procedural Game size and content ‣ Games can revolve around generation
  16. 16. Why ProceduralCase Study: No Man’s Sky
  17. 17. Why ProceduralCase Study: Portal Knights
  18. 18. Why Procedural Pipeline improvements ‣ Procedural generation is also important for the developer.
  19. 19. Why Procedural Pipeline improvements ‣ Procedural generation is also important for the developer. ‣ Nowadays is possible to automatically do the most menial stuff.
  20. 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.
  21. 21. Why Procedural
  22. 22. Why Procedural
  23. 23. How it’s done Overview of the most common procedural techniques and their use in the Industry.
  24. 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. 25. What is procedural? There are several types of procedural approaches depending on the type of game you want to do.
  26. 26. Procedural content types: ‣ Low procedural (Borderlands, Civilization, Age Of Empires) ‣ High procedural (Diablo, Minecraft, No man’s sky)
  27. 27. Low Procedural ‣ A tiny fraction or a single feature is procedural ‣ In game items, game map, crafting
  28. 28. Full Procedural ‣ The majority of the content is procedural ‣ Based on “replayability” and “exploration”
  29. 29. Asset Generation A lot can be said around it, but let’s take a look at some most common approaches:
  30. 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. 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. 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. 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. 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
  35. 35. Basic Techniques
  36. 36. Landscape Generation Generating the world ‣ Creating the geometry of the world ‣ We start with a heightmap
  37. 37. Landscape Generation Heightmap is used to turn a flat sheet of polygons into a landscape, giving form and shape to the world
  38. 38. Landscape Generation Heightmap is used to turn a flat sheet of polygons into a landscape, giving form and shape to the world
  39. 39. Landscape Generation After generating a world to look nice and well done, it is important to make it more realistic:
  40. 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
  41. 41. Landscape Generation Depending on how many iterations of noise we use, we can achieve a more jagged or smooth environment
  42. 42. Landscape Generation Coastal and sediment erosion in action on a procedural heightmap
  43. 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
  44. 44. Architecture Generation ‣ Use noises and shapes to create buildings
  45. 45. Architecture Generation ‣ Use noises and shapes to create buildings ‣ Procedural architecture is great for repeatable things
  46. 46. Architecture Generation
  47. 47. Architecture Generation
  48. 48. Architecture Generation
  49. 49. Texture/Material Generation ‣ Substance is the best program for this
  50. 50. Texture/Material Generation ‣ Substance is the best program for this ‣ Their company, Allegorithmic, has ties with most companies
  51. 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. 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
  53. 53. Texture/Material Generation Substance Painter is a powerful tool, becoming an almost required software to quickly create astoundingly detailed materials
  54. 54. Texture/Material Generation
  55. 55. Texture/Material Generation The process is fully procedural, only parameters and structure are given to create this
  56. 56. Texture/Material Generation One of the most common techniques is weathering — it makes the building feel real and overall more alive
  57. 57. Texture/Material Generation Common weathering techniques are: ‣ Particle-based simulation (rain, stains, dust)
  58. 58. Texture/Material Generation Common weathering techniques are: ‣ Particle-based simulation (rain, stains, dust) ‣ Vertex color (randomized hues, broken parts, peeling painting)
  59. 59. Texture/Material Generation Common weathering techniques are: ‣ Particle-based simulation (rain, stains, dust) ‣ Vertex color (randomized hues, broken parts, peeling painting) ‣ Interpolation (high details, blending materials)
  60. 60. Texture/Material Generation Entire buildings can be replicated using only a material generated with correct maps
  61. 61. Texture/Material Generation Obtaining a complex and photorealistic facade without even having to model it
  62. 62. Singularity? Some companies are actually investing into tech to make 100% procedural games Can we get to the “press button to make game”?
  63. 63. NOPE. My answer is no. Procedural is an incredibly powerful tool, but a tool nonetheless
  64. 64. Q&A Overview of the most common procedural techniques and their use in the Industry.
  65. 65. THANK YOU

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