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Mathieu Guindon (Senior Software Engineer, Electronic Arts)
Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!
Vault Recording: TBD
Audience Level: Intermediate
One of the main game production challenges is more than ever about the artist's ability to produce a massive amount of quality content to fill the always growing game worlds and the accelerating content updates required for live-services. This session will present the new Frostbite terrain procedural framework used for Battlefront 2 DLC in addition to 2 upcoming titles. You will learn how we automated major parts of environment authoring: terrain material layers creation, objects placement, height field sculpting and seamless integration of objects and terrain. You will also learn about the various technical challenges we faced to maintain interactive workflows in a massive world context.
Technical artists will learn how to design procedural workflows for terrain and vegetation. Artists will learn how procedural workflows can be used without losing artistic control. Software Engineer will learn about the underlying technologies used to develop interactive procedural tools.
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 for open worlds.