Agenda
Developing Large Procedural Systems with Low Friction and Fast Generation (Presented by Epic Games)
What happens when your world has hundreds of different procedural elements that need to talk to each other? How do you build a large system that is maintainable, fast, and enables multiple artists to work on it collaboratively?
This talk by Senior Tools Programmer Adrien Logut and Principal Technical Artist Chris Murphy aims to cover some of the key concepts behind achieving this in large Unreal Engine projects.
Key topics include the procedural content generation (PCG) Biome Core; runtime vs static serialization; methodologies to avoid source control contention; key performance considerations; and finally, some tips and tricks to get the most out of PCG.
Takeaway
Attendees will come away with a better understanding of how to develop large scale PCG systems with a focus on biome development, runtime vs static serialization, methodologies to avoid source control contention, key performance considerations, and tips and tricks to get the most out of PCG.
Intended Audience
Technical artists and Engineers with a focus on Procedural Content.