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Creating FPS Open Worlds Using Procedural Techniques
This talk will describe how procedural methods were used to generate the open world environment of "Sir, You Are Being Hunted." This is a technical presentation detailing aspects of procedural generation such as prototyping, data structures, storage, aesthetics and optimization. The talk will discuss specific aspects of world creation such as terrain generation, architecture, prop placement and biome definition. Video and code examples will be used to further demonstrate the techniques involved. It will show how a small development team working with a mid-level engine (Unity) can still work toward an ambitious FPS title by using algorithmic content generation.
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