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City Creation Tools in 'The Sinking City' (and Beyond)

Alexander Oskin (Lead Technical Artist, Frogwares)

Location: Room 2006, West Hall

Date: Thursday, March 19

Time: 4:00pm - 5:00pm

Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!

Topic: Programming, Visual Arts

Format: Session

Vault Recording: TBD

Switching from making linear games to an open-world is no easy task, especially with limited resources and not that big of a team. In this talk Frogwares wants to share how they've made the decision to automate as much as possible when creating a large city for their new game and goes into detail on how their city creation tools are working.

Takeaway

It is possible to bet on automation and not sacrifice visual quality. More so, independently of the size of the studio automation can provide sizeable benefits. The key to doing automation effectively is taking time to prototype and experiment as much as possible.

Intended Audience

Small developers who would like to create big worlds. Big studios that want to improve the usage of their resources. People who are interested in creating big worlds in a semi-procedural way and want to find out about some nuances that can arise when doing something like this.