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March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

Developing Large Procedural Systems with Low Friction and Fast Generation (Presented by Epic Games)

Chris Murphy  (Principal Technical Artist, Developer Relations, Epic Games)
Adrien Logut  (Senior Tools Programmer, Epic Games)
Location: Room 3009, West Hall
Date: Tuesday, March 10
Time: 10:10 am - 11:10 am
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: Intermediate
Track: Game & Production Technology
Format: Lecture
Vault Recording: Video
Audience Level: Intermediate
Epic Games - Unreal Engine

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.