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Proceduralism: Low Risk, High Reward
This talk will discuss procedural methods in use and in development at Electronic Arts, which improve productivity while reducing expenses. Following the success of the MountainMan tool used to generate environments for the SSX franchise, many applications of procedural tools have been explored, and several have been implemented. Currently, Electronic Arts is broadening procedural efforts and laying out a long-term plan to broadly implement procedural tools in all areas of production. Cases will be presented to show the risks and rewards of completed developments. Generally, results show productivity gains of one or more orders of magnitude, with low cost and low risk.
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