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for GCAP 2017
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Wednesday, October 25 • 12:00pm - 12:50pm
Procedural Generation in City of Brass

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For City of Brass, Uppercut Games is using procedural generation for the first time. This talk will share some of our experiences learning a completely new way to make games! Audience should learn some lessons from mistakes we have made and also hopefully pick up some tips for techniques they can also use. Primarily covers procedural level generation in Unreal Engine 4, systems and techniques we use to go 'from a bunch of random boxes' to a procedural generated Arabian city.

Speakers
avatar for Andrew James

Andrew James

Uppercut Games
Andrew was Lead Artist at Irrational Games Australia / 2K Australia from 2002 - 2010, worked on Tribes Vengeance, Bioshock, Bioshock 2, XCOM. Co-Founder of Uppercut Games in 2011, creators of EPOCH, EPOCH 2 and Submerged. Currently working on City of Brass.
avatar for Ed Orman

Ed Orman

Ed started in the video game industry in 1997. In 2001 he joined Irrational Games/2K Australia, continuing his work as a designer on several award-winning games. In early 2011, Ed left 2K to co-found Uppercut Games, creators of the EPOCH series, Submerged, and now City of Brass.


Wednesday October 25, 2017 12:00pm - 12:50pm
Melbourne Convention and Exhibition Center
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Attendees (21)