Session Name: | Math for Game Programmers: Semi-Procedural Content Pipelines |
Speaker(s): | Squirrel Eiserloh |
Company Name(s): | The Guildhall at SMU |
Track / Format: | Programming |
Overview: | PCG and human-authored content pipelines are each well-understood in game development. However, the real magic happens when humans and computers co-author content. This session explores a number of simple and practical techniques for human-AI collaborations in PCG, including stitching, mad-libs, procedural variances, supertemplating, and constraint-based content definitions. |