December 9, 2021
March 18, 2025
In this talk, Herbert Wolverson explores various procedural map generation algorithms, demonstrating their implementation and applications in game development, particularly roguelikes.
In this presentation from 2018, Etienne Carrier details the procedural pipeline developed for Far Cry 5 using Houdini and Houdini Engine, focusing on its objectives, tools, user workflow, underlying mechanics, and lessons learned during development.
In this talk at Blender Conference 2018, Andrew Price explores the potential impact of AI and automation on the 3D industry.
My notes from Brian Bucklew’s talk on procedurally generating dungeon levels using the WaveFunctionCollapse algorithm.
My notes from Martin Donald’s video on using the WaveFunctionCollapse algorithm for 3D modules.
My notes from Kate Compton’s talk on practical techniques for procedural generation.