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1
Intro
2
Problem Statement
3
Who are we
4
Outline
5
Design Context
6
Modularity
7
Village
8
Village Concept
9
Techniques
10
Village Generation
11
Abstraction Mountain
12
Monument Hall
13
Generate History
14
Factions
15
Cultural Relationships
16
Historical Text
17
Historical Monument
18
World Location
19
Generate Culture
20
Population Tables
21
Signature Dishes
22
Building Style
23
Takeaways
24
Questions
25
Entity Component Systems
26
Population Tool Tables
Description:
Explore an in-depth walkthrough of the procedural generation systems used to create villages in Caves of Qud during this 2019 GDC Math for Game Developers session. Discover how Freehold Games' Brian Bucklew and Jason Grinblat generate unique village histories, cultures, architectural styles, storytelling traditions, NPCs, and quests. Learn about modularity, village concepts, abstraction techniques, and the generation of historical texts and monuments. Gain insights into creating population tables, signature dishes, and building styles. Delve into entity component systems and population tool tables to enhance your understanding of end-to-end procedural generation in game development.

End-to-End Procedural Generation in Caves of Qud

GDC
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