Session Name: | Procedural World Generation of 'Far Cry 5' |
Speaker(s): | Etienne Carrier |
Company Name(s): | Ubisoft |
Track / Format: | Visual Arts |
Overview: | How do you fill up 100 square km of wilderness with a terrain changing every day? One of the challenges with a modern open world is its sheer size. Not every square meter of the world will receive the attention of a level artist or a level designer. Technical artists need to be able to fill up this world beautifully, quickly and with flexibility to support numerous iterations to keep the production cost low. They need tools that can automatically fill up a large space, as well as allow fine tuning of smaller locations. Yet while filling up empty space is easy, filling it up so it looks natural is a bigger challenge. Ubisoft's solution on 'Far Cry 5' was to develop a set of procedural tools to generate biomes, texture the terrain, setup freshwater networks, generate cliff rocks and more. |