View, browse and sort the ever-growing list of GDC sessions by time, pass type, track, and format. With GDC Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.
In order to best utilize Session Scheduler, please use the login credentials you've set up on this page as your login credentials on our GDC Mobile App. Your login credentials are the same as your registration login. You can download the app on iTunes or Google Play.
Etienne Carrier (Technical Artist, Ubisoft)
Location: Room 3007, West Hall
Date: Thursday, March 22
Time: 11:30am - 12:30pm
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Topic: Visual Arts
Vault Recording: Video
Audience Level: All
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.
Attendees will get an overview of the various procedural tools Ubisoft developed to generate the 'Far Cry 5' world. They will see how those systems are interconnected and the logic behind each of them. It will also be demonstrated how they can be used to mimic natural phenomenons.
This talk is aimed towards anyone interested in open world generation and/or procedural system development.