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Frostbite Procedural Terrain Tools for 'Battlefield 2042'

Julien Keable  (Technical Lead of Terrain Tools, Electronic Arts)

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

Topic: Programming, Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: No

The main game production challenge is more than ever about artists' ability to produce a massive amount of quality content to fill ever growing game worlds and the accelerating content update release rate. We will present the new Frostbite terrain procedural framework used for the production of 3 EA games, among which Battefield 2042. The Terrain Procedural framework automates major parts of environment authoring: terrain material layer creation, object density, height field sculpting and seamless integration of objects and terrain. By implementing a GPU based advanced layer compositing system and an auto-painting framework for game entities, we will present an interactive workflow saving artists time by removing mind-numbing manual steps without compromising on quality and artistic control. We will also demonstrate how leveraging our runtime engine for our procedural tools made its power available for editing purposes.

Takeaway

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 technology we chose.

Intended Audience

Artists and Technical artists who want to learn more about procedural creation process. Software Engineer who wants to get insight on the challenges of developing interactive procedural workflows.