~/talk

Procedurally generated content in Sir, You Are Being Hunted

Talkat Unite Nordic 2013 · 2013-05-21..05-22· [game-development]
name:Tom Betts
links:none on file
links:none on file
slides:none on file

Procedural systems generate five 1km² islands (about five islands total) with roughly 25 region types and up to six villages per island using Unity, a Voronoi dual graph for voronoi cell regions, hybrid fractal heightmaps plus erosion, and triplanar shaders for triplanar texturing. Geometry gets combined per region and saved to disk for batching; pathfinding uses A on simplified colliders and a resolution compromise. NPCs use a finite-state AI with audio/visual triggers*, producing emergent hunts. Kickstarter funding doubled the target, and the system runs and plays as intended.

AI-written summary · about

  1. 0:00Introduction to the team
  2. 1:34Benefits of procedural generation
  3. 5:39Procedural development experiments
  4. 10:15Game concept and design
  5. 14:01Technical world construction
  6. 21:33World variety and unexpected results
  7. 25:44Artificial intelligence systems
  8. 34:02Development and Kickstarter
  9. 37:26Gameplay demonstration
  10. 43:02Q&A and technical discussion
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