rfranken Posted December 22, 2017 Share Posted December 22, 2017 Hi everyone, After a successful first edition in 2016, the Everything Procedural Conference on procedural content generation for games will return in 2018. We have speakers confirmed from leading AAA game studios, which will be revealed shortly. The conference is not all Houdini related but might be of interest to all. Location is Breda, the Netherlands, Europe. http://everythingprocedural.com/ https://www.facebook.com/everythingprocedural https://twitter.com/everythingproc 1 Quote Link to comment Share on other sites More sharing options...
rfranken Posted February 12, 2018 Author Share Posted February 12, 2018 We are super exited to release the first speaker names and subjects: Please get your tickets while they last! http://everythingprocedural.com/ https://www.facebook.com/everythingprocedural https://twitter.com/everythingproc >>> Houdini - Your Gateway to Generative Design Manuel Casasola Merkle & Moritz Schwind - Entagma 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. Wave Function Collapse in Bad North Oskar Stålberg - Bad North Oskar Stålberg 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. Exploring the Collaboration between Proceduralism and Deep Learning Anastasia Opara - SEED at EA Anastasia will share her learning journey into the world of Deep Learning and discuss how it can contribute to the current Procedural workflows. Procedural opportunism in Watch_Dogs 2 Pierre Villette - Ubisoft Paris Ubisoft intensively used procedural methods in world production within the Paris team. This presentation will show how they 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. Houdini in AAA Production / Using Procedural Modeling and Kits Twan de Graaf - Ubisoft Paris Twan's talk will highlight how we started using Houdini at Ubisoft Paris for our tool creation process as well as give a more in-depth look into one of the tool categories we created for Ghost Recon Wildlands. >>> Quote Link to comment Share on other sites More sharing options...
rfranken Posted March 23, 2018 Author Share Posted March 23, 2018 Quick update, two more speakers added to schedule: >>> Using Voxelization For Environment Art in Horizon Zero Dawn Ben Schrijvers - Guerrilla Games In this talk Ben Schrijvers from Guerrilla Games will explain how voxelization was used to generate iso surface meshes that contribute to the seamless integration of calcification and ice buildup for the "metal world" environments in Horizon Zero Dawn. Working With Change Innes McKendrick - Hello Games Innes will discuss the continuous work to update No Man's Sky since its launch in 2016, looking at techniques the team developed to manage, test and improve its procedurally generated universe. >>> Quote Link to comment Share on other sites More sharing options...
acey195 Posted June 7, 2018 Share Posted June 7, 2018 (edited) The event was a blast to be, and to present at Some people from Grendel Games made a nice write up of the event: https://www.grendel-games.com/procedural-generation/?lang=en Edited July 17, 2018 by acey195 Quote Link to comment Share on other sites More sharing options...
acey195 Posted July 17, 2018 Share Posted July 17, 2018 Bumping with the recordings : EPC2018 - Innes McKendrick - Working With Change (Hello Games: No Man’s Sky) EPC2018 - Anastasia Opara - Proceduralism and Deep Learning (EA: SEED) EPC2018 - Oskar Stalberg - Wave Function Collapse in Bad North EPC2018 - Twan de Graaf and Pierre Villette - Procedural Content Generation at Ubisoft Paris 3 Quote Link to comment Share on other sites More sharing options...
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