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David Santiago (Principal Technical Artist, Insomniac Games)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Topic: Visual Arts, Programming
Vault Recording: TBD
Audience Level: All
There is much discussion on managing the scope and implementation of procedural systems so that their final output may benefit from manual polish. The presentation describes the open world pipeline of 'Marvel's Spider-Man' and how each procedural system was originally designed to support iterations, and dependencies. Of course, the reality of production posed greater challenges than expected. Dependent elements and areas of the game were in vastly different stages of completion and posed new challenges. Procedural systems were used to author and modify much more content than planned. A lot seemed to go wrong before the Insomniac team ultimately got it right. Their production failures became success stories and have laid a road-map for future projects.
Attendees will learn how to design a pipeline with integrated procedural systems. This session will share details of design and implementation of several procedural systems and explore a few approaches to handling large numbers of changing dependencies. It'll show how artist and designer familiarity with procedural systems spawned new, more efficient solutions for production challenges.
This talk is for those interested in creating a large, open world game using procedural systems. It is informative to artists, designers, gameplay programmers and production management. There are no prerequisites.