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
All Access Pass, Core Pass
Programming, Visual Arts
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.
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.