procedural

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  • Step inside the artistic algorithms of 'No Man's Sky'

    by 
    Jessica Conditt
    Jessica Conditt
    04.22.2016

    Even if you haven't played it yet, one thing is clear about No Man's Sky: It's stunning. The entire game hinges on the idea of procedural generation on a massive scale, meaning when artists at Hello Games create a patch of grass or a fluffy animal tail, these elements are mixed and matched in nearly infinite combinations across the entire in-game universe. But, it isn't all left to random chance -- there are complex algorithms working behind the scenes to make sure every planet is aesthetically pleasing in some sense. Controlled chaos, if you will.

  • Here's how 'Minecraft' creates its gigantic worlds

    by 
    Jon Fingas
    Jon Fingas
    03.04.2015

    Have you wondered how Minecraft can produce massive worlds that are still chock-full of little details, like elaborate cliff faces and waterfalls? PBS' Game/Show is more than happy to explain in a new video. As you'll see below, Mojang's game relies on procedural generation, which automatically creates environments and objects that are at once random, but guided by rules that maintain a consistent logic. Mountains are always rocky and sprinkled with snow, for example, while the low lands are typically full of grass and trees.

  • Atmospheric bounty hunter White Space explained in dev diary

    by 
    Mike Suszek
    Mike Suszek
    11.12.2014

    Curve Studios Design Director Jonathan Biddle discussed the alpha version of his latest game White Space in a new developer diary video. In it, bounty-hunting players fly from one pretty, polygonal, procedurally-generated planet to the next to take down their targets.

  • EQN Landmark video talks procedural content, visits Everfrost

    by 
    Jef Reahard
    Jef Reahard
    12.21.2013

    SOE has dropped another EverQuest Next Landmark dev diary video. Senior producer Terry Michaels and senior art director Rosie Rappaport are your hosts for a three-minute look at the creation of the world. "We didn't want to create the world for Landmark the way we did in previous games. It needs to be giant, it needs to be huge," Michaels says. "So we couldn't go down the path of hand-crafting everything in the world. It would take way too long and people would consume that content way before we could create more of it." SOE's solution is procedural content, and the video attempts to explain how the firm's concept art, "field guides," and various assets fit together and enable devs "to basically press a button and generate a continent that looks hand-crafted."

  • Proteus launching on PS3 and Vita this month with new world generation options

    by 
    Mike Suszek
    Mike Suszek
    10.10.2013

    Curve Studios' "video dream" Proteus will launch this month on PS3 and Vita. The exploration game will include new world creation features on the Sony platforms. Players can generate their worlds using the Vita's location-tracking option and by using the current date on both PS3 and Vita. Also, players will have the chance to "remix" their worlds by using the Vita's back touch panel, and can still let the game randomly create their pixelated dreamscape. Proteus first launched on PC and Mac in January. For those that can't wait for the PS3 and Vita versions, it is available on both Steam and DRM-free through the game's official site DRM-free for $10.

  • User-generated Indie MMO 'Love' available today

    by 
    Griffin McElroy
    Griffin McElroy
    03.26.2010

    If you've found every little piece of news about Eskil Steenberg's weird, pretty, procedural MMO Love completely scintillating, you'll be pleased to know the game is now available. The game client is free to download, but players have to pay for a 10-Euro voucher which allows them to access the game for 30 days. Much like in real life, Love doesn't come cheap. Potential players can download the client (as well as a system spec test) from the game's official site -- but if you're hoping to actually know what you're doing once you fall into Love, you might want to check out some supplemental materials.

  • First trailer of Love is absolutely breathtaking

    by 
    Samuel Axon
    Samuel Axon
    10.16.2008

    What does it say about our industry when one man and a laptop can create a game arguably more artistically ambitious and breathtaking than anything to come out of SOE, Mythic, Funcom, Turbine, Cryptic, or Blizzard? We were left to ponder that question after watching the first trailer for Love, an MMO with a one-man development team.We were first introduced to the game at GDC, where we first witnessed its gorgeous impressionist art style and learned about its procedurally generated narrative and creativity-driven social gameplay. Trailer host Rock, Paper Shotgun says this new trailer is the first moving image of the game seen by the public, but we actually included an off-screen video in our impressions of creator Eskil Steenberg's one-on-one presentation. That said, this video is much more impressive. It's simply stunning. We're not able to embed it, so head over to RPS to watch.%Gallery-16906%

  • Producer: Paradise City a 'postage stamp' compared to Fuel's size

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    09.25.2008

    Four-letter racing game news now, with developer Asobo talking up the tech it's concocted for its open-world racer, Fuel. The in-game map, a blend of satellite information and procedurally generated data which stretches across 5,000 virtual square miles, would reportedly be a couch potato's worst nightmare if assembled via traditional means. "In the context of that map, which is one small corner of it, when the guys showed us this technology, if you were to build it in a traditional manner it would fill about four Blu-rays," Fuel producer David Brickley tells VideoGamer.com. "A gargantuan amount of data, just enormous."That last word is what we'd normally use to describe, say, Burnout's Paradise City, but Brickley seems to imply that we need a change of perspective: "I did a little Power Point internally to do it and it zoomed them [Fuel and Paradise City] in to each other. It's like a little postage stamp because I think it does like four kilometres or something." Well, Criterion, it seems come 2009, you'll be licked in terms of sheer size. But will there be a restart option?

  • New screens from the art-house MMO called Love

    by 
    Samuel Axon
    Samuel Axon
    06.29.2008

    MMOs don't have to all be about orcs, elves, and level-grinding. Case in point: Eskil Steenberg's Love, an art-house MMO that defies every conceivable expectation of what the genre is about. There's been a lot of talk lately about how there isn't enough innovation anymore. Quiet down, folks; Love is what you seek.When Steenberg showed the game to us at GDC this year, we were excited and alarmed at the same time -- excited because it was different and gorgeous, alarmed because we had to step outside of our comfort zone. The exploration-driven gameplay allows users to alter the painting-like world to match their dreams, but the world is all they'll be changing, as the game features no character creation or customization. Users don't even to pick their own names. So yes, it's challenging, but God, we miss being challenged. If only there were more projects like this for us to write about. For now, though, let's just swoon over Love. Steenberg released three new images from the game on his blog yesterday, and we have them here so you can soak in the impressionistic atmosphere. Be sure to check out our GDC gallery as well.[Via Rock, Paper, Shotgun]%Gallery-26414%