Session Name: | Games with Freedom: Programming Procedural Generation and AI |
Speaker(s): | Manuel Kerssemakers |
Company Name(s): | Abbey Games |
Track / Format: | Programming |
Overview: | When smart programmers work on procedural content generation (PCG) or AI, the results are beautiful. Map generation gave us Minecraft, behavior trees gave us Halo. Neural networks gave us Black & White. By making large investments in tech, we can set ourselves apart from competition and bring the medium and industry further. Basing gameplay on technologically advanced algorithms means walking a fine line between production speed and experiment. To succeed at this aspect it's important to realize what the design goal really is. The session will discuss two games: Reus, in which AI algorithms are serving and Renowned Explorers, in which PCG algorithms are an integral part of the design. |