GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

From Battlegrounds to Fairways: Terrain Procedural Tools in Frostbite

Julien Keable  (Team Lead, Frostbite Terrain Tools, Electronic Arts)

Location: Room 2010, West Hall

Date: Thursday, March 23

Time: 5:30 pm - 6:30 pm

Pass Type: All Access Pass, Core Pass

Topic: Programming, Visual Arts

Format: Lecture

Vault Recording: Video

Audience Level: Advanced

The main game production challenge is more than ever about the artist's ability to produce a massive amount of quality content. Julien Keable, Team Lead for Frostbite Terrain Tools at Electronic Arts, presents the Frostbite Terrain Procedural Framework, currently used by five EA titles as varied as Battlefield 2042 and EA Sports PGA Tour. With it, world artists create interdependent data layers that drive various aspects of the environment: material selection and its attributes, topology, seamless integration of objects with terrain, object scattering and more.

Leveraging Frostbite runtime rendering technology, our tools implement an advanced non-destructive GPU-based layer compositing system with data driven behaviors that let game entities affect terrain. With these automated workflows in the editor, artists iterate faster and save hours of mind-numbing manual steps that can be reinvested where it matters.


Technical artists will learn how to design procedural workflows for terrain. Artists will learn how procedural workflows can be leveraged without losing artistic control. Software Engineers will learn about the challenges we faced developing interactive procedural tools and the underlying technologies we chose.

Intended Audience

This is for artists and technical artists who want to learn more about procedural creation process, as well as software engineers who want to get insight on the challenges of developing interactive procedural workflows.