Procedural Content Generation (Day #2)

Join professional developers in creative industries to learn more about algorithm-based generation of content, from individual 3D meshes to full worlds and terrains, as well as character details. Get up-to-speed on modern techniques for procgen and find out what the leading studios are doing in practice!

Now in its 7th edition, nucl.ai brings together hundreds of developers from creative industries and interactive media to resolve the biggest technical and design problems with Artificial Intelligence. One of the event's tracks focuses specifically on “Procedural Content Generation” for an entire day. (Day #2: Tuesday, July 21st)

18 Day Tickets Left! Attending Companies & Studios

  • Ubisoft Studios
  • Moving Picture Company
  • Microsoft Game Studios
  • Bohemia Interactive
  • Epic Games
  • Lionhead Studios
  • CCP Games
  • Square Enix
  • CD Projekt Red
  • Creative Assembly
  • Unity Technologies
  • Pixar Animation Studios
  • Iron Galaxy Studios
  • ...

I had a great time attending the AI Conference and met so many amazing and nice People there. Once again thank you for giving us students the Oportunity to visit this great Conference!

Jonas Jentsch

Gamedesign Student

Mediadesign Hochschule, GERMANY

The most informative and conference I've been too. Great value and great people. I'll be back.

Chris J. Rock

Wooga, GERMANY

This year's Game/AI Conference was the best one I've gone to so far. The programme was a great balance of high- and low-level, tech and design, as well as academia and industry. The organization was flawless and the location was great.

Jurie Horneman

Independent game designer / programmer

Awesome conferences, where professionals are sharing their knowledge, and their passion. It's quickly going to be the reference in the AI community.

Xavier Dolci

Lead AI Programmer

Ubisoft, FRANCE

This conference was a real deal — cutting edge presentations and experienced speakers. My take away list from this one is impressive! I feel this event can really push Game AI forward!.

Mieszko Zielinski

AI Programmer

People Can Fly, POLAND

I thought the conference was a great success. I learned a lot from the speakers at the conference, as well as interacting with the attendees.

Frederik De Caster

AI Programmer

Creative Assembly, ENGLAND

Thank you for this amazing conference! Great speakers, interesting subjects and nice people. Ten years that I’m looking for a good conference on AI in video games, I’m really happy to have found it.

Gabriel Robert

Senior AI programmer

Ubisoft, PARIS

Well done for putting on such a great conference, the program was varied, interesting and inspiring. Definitely hoping to return next year.

John Lusty

Lead Coder

Ninja Theory, CAMBRIDGE

The quality of the talks was consistently high and the event well organised. I thoroughly enjoyed the opportunity to discuss AI with so many people passionate about the subject and hope to return next year.

Vicky Smalley

Senior AI Programmer

Sony Computer Entertainment Europe

Thanks for organising a thoroughly enjoyable conference. It's nice to meet so many people with a common interest in AI. It was great to finally meet a number of people who I've spoken to via email over the past 2 years...

Neil Armstrong

Lead AI Programmer

Blitz Games Studios, ENGLAND

Thanks for hosting such an excellent conference. I found it great to meet such a broad cross section from the AI development community. It has certainly given me some inspiration for my upcoming projects. I will definitely try to come back next year!

David Partouche

Senior AI Engineer

CCP Games, ENGLAND

Congrats once again on pulling the conference off: it was by far the most inspiring work-related event I've ever been to. I hope it will become a regular event.

Remco Straatman

Lead AI Programmer

Guerrilla Games, AMSTERDAM



Day Tickets
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Notes

  • The main amphitheatre (including some talks in this track) are accessible with regular Conference tickets, starting at €119.
  • Discounts are available for small teams and for those between jobs; email events(at)aigamedev.com for a coupon code.

Image Credit: The Witcher III

Over the past few years, procedural generation techniques have established themselves as not only a sensible approach but often as the default solution for assisting content creation. This track focuses on the algorithms and methods for procedural generation, that can be applied for generating modular pieces of content in complex worlds or entire levels in simpler games/simulations. If you're looking to improve the unique feel and replayability of your games, or reduce overheads creating content, this is your day!

Keywords

  • modern content pipelines
  • procedural algorithms
  • mixed-initiative tools

Format

  • Keynote
  • Presentations
  • Panel Discussion
  • Expert Q&A

Track Schedule (Day #2: Tuesday, July 21st)

Download Procedural Content Generation schedule in .ics format.

Track Schedule (Day #2: Tuesday, July 21st)

Day #2: Tuesday, July 21st

Procedural Content Generation

Agent Behavior

Advanced Analytics & Data Science

Hazel McKendrick, Hello Games

15:00 Building A Galaxy: Procedural Generation in No Man's Sky (Amphitheatre)

Mark Johnson, University of York

11:45 Generating Global Cultures and Characters in ULTIMA RATIO REGUM (Amphitheatre)

Mark Johnson and Noor Shaker

12:30 Extended Q&A on Character and World Generation (Laboratories)

Vladimir Nejedly, Bohemia Interactive Simulations

16:15 Procedural Generation of Biotopes for Large Realistic Terrains (Masterclass)

Noor Shaker, ITU Copenhagen

14:15 An Overview of Techniques for Procedural Generators (Masterclass)

Vladimir Nejedly, Hazel McKendrick, Noor Shaker

17:00 Best Practices in Automated Testing of PCG (Expert Panel) (Laboratories)

Download Procedural Content Generation schedule in .ics format.

Keynotes and Presentations

Building A Galaxy: Procedural Generation in No Man's Sky

No Man's Sky is a science-fiction game about exploration and survival set in a vast procedurally generated galaxy. This case study summarises the numerous challenges we have faced in creating a dynamic game world which is not only varied and interesting but also consistent and artist-driven.

This talk will discuss our approach to on-the-fly procedural content generation, from the scale of a solar system down to tiny planetary details. We'll explain how overlapping systems can work in concert, demonstrating the effectiveness of straightforward generation techniques as well as highlighting areas where more tailored approaches have proved effective.

Hazel McKendrick, Hello Games

...

Read full biography »

Hazel McKendrick, Hello Games

...

Read full biography »

Generating Global Cultures and Characters in ULTIMA RATIO REGUM

This talk explores the extensive and highly unusual procedural generation in the in-development roguelike game Ultima Ratio Regum, the systems underlying the game's creation of a vast range of possible national, cultural and religious identities, and how the game's AI actors draw upon these cultural identities and logics when making their decisions.

Mark will investigate the fundamental generation algorithms underlying the construction of the world map, settlements, and the interiors of buildings; the variants of these generators and the interaction of hand-made content into the procedural generators; resolving conflicts at the macro, meso and micro scale in the world's construction; the procedural generation of "culture"; the integration of AIs with these procedural cultures; and handling decision-making for large numbers of AI actors whose decisions must factor in a range of semantic, linguistic, religious and national concerns.

Mark Johnson, University of York

Dr Mark R Johnson is a game studies researcher soon to start a postdoctoral fellowship exploring the relationship between glitches, gameplay rules, and creativity. He is also the creator of the roguelike game 'Ultima Ratio Regum', a procedurally-generated examination of historiography, semantics and metanarrative; a gaming world champion and ex-professional...

Read full biography »

Mark Johnson, University of York

Dr Mark R Johnson is a game studies researcher soon to start a postdoctoral fellowship exploring the relationship between glitches, gameplay rules, and creativity. He is also the creator of the roguelike game 'Ultima Ratio Regum', a procedurally-generated examination of historiography, semantics and metanarrative; a gaming world champion and ex-professional...

Read full biography »

Extended Q&A on Character and World Generation

...

Mark Johnson, University of York

Dr Mark R Johnson is a game studies researcher soon to start a postdoctoral fellowship exploring the relationship between glitches, gameplay rules, and creativity. He is also the creator of the roguelike game 'Ultima Ratio Regum', a procedurally-generated examination of historiography, semantics and metanarrative; a gaming world champion and ex-professional...

Read full biography »

Mark Johnson, University of York

Dr Mark R Johnson is a game studies researcher soon to start a postdoctoral fellowship exploring the relationship between glitches, gameplay rules, and creativity. He is also the creator of the roguelike game 'Ultima Ratio Regum', a procedurally-generated examination of historiography, semantics and metanarrative; a gaming world champion and ex-professional...

Read full biography »

Noor Shaker, ITU Copenhagen

Noor Shaker is a Postdoctoral researcher at the Center for Culture and Games at IT University of Copenhagen. Her research interests include player modeling, procedural content generation, computational creativity, affective computing and player behavior imitation. She is organizing the Platformer AI competition and chairing the IEEE task force on Player...

Read full biography »

Noor Shaker, ITU Copenhagen

Noor Shaker is a Postdoctoral researcher at the Center for Culture and Games at IT University of Copenhagen. Her research interests include player modeling, procedural content generation, computational creativity, affective computing and player behavior imitation. She is organizing the Platformer AI competition and chairing the IEEE task force on Player...

Read full biography »

Procedural Generation of Biotopes for Large Realistic Terrains

The VBS 3 engine, based on Bohemia Interactive's ARMA, is famous for its realistic depiction of large terrains in training and simulations. To reach that level of quality with low-overheads, the team relies on a variety of procedural tools and techniques.

This talk will dig into techniques for synthesizing biotopes in the terrain, what tools are necessary to do so, which parameters are exposed and used. Also, how can techniques be split for runtime use and which are used during development only?

Vladimir Nejedly, Bohemia Interactive Simulations

Vladimir Nejedly studied computer graphics at Faculty of Mathematics and Physics of Charles University in Prague. After his graduation in 2001, he joined Bohemia Interactive Studio. He worked as a programmer in the graphics department and worked on titles Operation Flashpoint Elite (XBOX version), ArmA1 and ArmA2. In 2008, he...

Read full biography »

Vladimir Nejedly, Bohemia Interactive Simulations

Vladimir Nejedly studied computer graphics at Faculty of Mathematics and Physics of Charles University in Prague. After his graduation in 2001, he joined Bohemia Interactive Studio. He worked as a programmer in the graphics department and worked on titles Operation Flashpoint Elite (XBOX version), ArmA1 and ArmA2. In 2008, he...

Read full biography »

Generating Geometry and Textures Algorithmically in Shaders (Workshop)

Procedural Generation is a creative endeavor as much as a technical one: practicing and sharing tricks with other practitioners is one of the best ways to learn. In this creative jam-like open laboratory, you will be starting from a simple cave shader and expanding it as you see fit, creating a small procedural scene that includes algorithmic geometry and textures, using common tools used in shaders such as distance fields. Learn by creating and from others around you!

Alex J. Champandard, AiGameDev.com

Alex is the mastermind behind AiGameDev.com, the largest online hub for artificial intelligence in games. He has worked in the industry as a senior AI programmer for many years, most notably for Rockstar Games. He regularly consults with leading studios in Europe, most recently on the multiplayer bots for Killzone...

Read full biography »

Alex J. Champandard, AiGameDev.com

Alex is the mastermind behind AiGameDev.com, the largest online hub for artificial intelligence in games. He has worked in the industry as a senior AI programmer for many years, most notably for Rockstar Games. He regularly consults with leading studios in Europe, most recently on the multiplayer bots for Killzone...

Read full biography »

Noor Shaker, ITU Copenhagen

Noor Shaker is a Postdoctoral researcher at the Center for Culture and Games at IT University of Copenhagen. Her research interests include player modeling, procedural content generation, computational creativity, affective computing and player behavior imitation. She is organizing the Platformer AI competition and chairing the IEEE task force on Player...

Read full biography »

Noor Shaker, ITU Copenhagen

Noor Shaker is a Postdoctoral researcher at the Center for Culture and Games at IT University of Copenhagen. Her research interests include player modeling, procedural content generation, computational creativity, affective computing and player behavior imitation. She is organizing the Platformer AI competition and chairing the IEEE task force on Player...

Read full biography »

An Overview of Techniques for Procedural Generators

...

Noor Shaker, ITU Copenhagen

Noor Shaker is a Postdoctoral researcher at the Center for Culture and Games at IT University of Copenhagen. Her research interests include player modeling, procedural content generation, computational creativity, affective computing and player behavior imitation. She is organizing the Platformer AI competition and chairing the IEEE task force on Player...

Read full biography »

Noor Shaker, ITU Copenhagen

Noor Shaker is a Postdoctoral researcher at the Center for Culture and Games at IT University of Copenhagen. Her research interests include player modeling, procedural content generation, computational creativity, affective computing and player behavior imitation. She is organizing the Platformer AI competition and chairing the IEEE task force on Player...

Read full biography »

Best Practices in Automated Testing of PCG (Expert Panel)

Listen to the day's speakers discuss one of the most challenging parts of procedural generation: testing. What techniques can be used in practice to help identify problems, reproduce them and debug them? Whether it's full galaxies or rich believable landscapes, there are common patterns behind these techniques.

Other questions from any topics discussed during the day are also very welcome!

Vladimir Nejedly , Lead Engine Architect at Bohemia Interactive Simulations

Hazel McKendrick , Games Programmer at Hello Games

Noor Shaker , Post-Doc Researcher at ITU Copenhagen

Speakers & Organizers

Hazel McKendrick

Mark Johnson

Noor Shaker

Vladimir Nejedly

Alex J. Champandard

Browse Conference Tracks

Character Animation Technology

Real-time Decisions

Agent Behavior

Procedural Content Generation

Virtual / Augmented Reality

Crowds and Ambient Life

Advanced Analytics & Data Science

Systemic Design, AI Directors

Cognitive Bots & Language