You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Games with Freedom: Programming Procedural Generation and AI
Speaker(s): Manuel Kerssemakers
Company Name(s): Abbey Games
Track / Format: Programming

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview: When smart programmers work on procedural content generation (PCG) or AI, the results are beautiful. Map generation gave us Minecraft, behavior trees gave us Halo. Neural networks gave us Black & White. By making large investments in tech, we can set ourselves apart from competition and bring the medium and industry further. Basing gameplay on technologically advanced algorithms means walking a fine line between production speed and experiment. To succeed at this aspect it's important to realize what the design goal really is. The session will discuss two games: Reus, in which AI algorithms are serving and Renowned Explorers, in which PCG algorithms are an integral part of the design.

GDC Europe 2014

Manuel Kerssemakers

Abbey Games

free content

Programming

Programming