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Never The Same Twice: Procedural World Handling in 'Returnal'
Procedural world layouts are a common thing in many games these days. Games at a AAA scale though? It's a fairly uncommon thing. Does that mean it's a difficult thing to do? Well not necessarily, but there's some very real problems that need solving. This talk will go into detail on how Housemarque built on its successes with previous top-down procedurally generated games and adapted it to their first third-person shooter; some of the technical challenges that needed to be overcome such as the best way to load the environment and its many permutations; and lessons learnt for how to do things even better in the future.
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