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 8th 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 19th)

Regular & Current Attendees

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

I've never seen so many industry figures, academics, and students happy to discuss a range of topics around AI in games. It was really, REALLY helpful.

Matthew Bedder

PhD Student

University of York, UK

It was great to return to #nuclai15 this year, I met loads of interesting people and came away buzzing with new ideas.

Vicky Smalley

CTO

Small Jelly, UK

It was my first time at #nuclai15 and I heard about it very late through co-workers. I was mostly interested in the Character Animation panels. I really hope to be able to attend every year from now on! Great information, great people, great time!

Laurent Delayen

Senior Gameplay Programmer

Epic Games, USA

For the first time in my life, I left a conference with concrete and crystallized plans to improve my current project based on the talks I attended and the conversations I had with people. Incredibly. Useful.

Sergey Mohov

Game Designer

Tequila Works, SPAIN

First time visiting a conference like this, and #nuclai15 made a very strong first impression. Great sessions, great people, great time!

Aaron Oostdijk

Lecturer & Researcher

University of the Arts Utrecht, NETHERLANDS

An invaluable resource of ideas and enthusiasm. Long may it continue.

Jim Brewster

Technical Lead

NaturalMotion, UK

Spent months of saving and talking to Alex on twitter – it was more than worth it. I cannot express how this experience changed me and might as well have shaped my future. From the networks I've created to the feedback needed to get back on track I am extremely happy for this opportunity and #nuclai16 is on my calendar.

Mohamed Serry

Gameplay Programmer

Creability, UNITED ARAB EMIRATES

#nuclai15 was really unique and cross-discipline, bringing feature film, game AI, animation and machine learning people and talks together makes it the perfect opportunity to learn for everyone.

Alexander Shafranov

Animation Programmer

Remedy Games, FINLAND

Inspiring talks, dedicated people, things to play with, that's a conference to my taste.

Anika Uhlemann

Engine & Game Programmer

GOODGAME Studios, GERMANY

Attending conferences like Nucl.ai brings me in the perfect mental state. I always try to invent something crazy in the plane back home...

Simon Clavet

Animation & Physics Programmer

Ubisoft Montreal, CANADA

Wide variety of topics, great speakers, interesting conversations and lots of very very cool stuff to see and try - Nucl.ai easily beats other conferences!

Kevin Schmidt

Head of Data Science

Mind Candy, UK

#nuclai15 was again a wonderful opportunity to focus on game AI and the intersection of game design and programming. Great talks and great conversations.

Jurie Horneman

Independent, FRANCE



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 19th)

Track Schedule (Day #2: Tuesday, July 19th)

Day #2: Tuesday, July 19th

Agent Behavior & Coordination

Procedural Content Generation

Analytics & Data Science

Alex J. Champandard and Samim Winiger

09:15 Image Synthesis with Convolutional Neural Networks [Workshop] (Open Labs)

Kate Compton, galaxykate

15:00 Techne: An Art Commune by Bots, for Bots (Amphitheatre)

Martin Skytte Kristensen, SYBO Games

17:15 Endless level generation in Blades of Brim (Academy)

Noor Shaker, AAU Copenhagen

14:15 Best Practices in Generative Pipelines [Roundtable] (Open Labs)

Tickets!

Join developers from all over the world and secure your ticket for this year's nucl.ai now! Three days of artificial intelligence theory and practice packed into three parallel tracks per day with many networking opportunities are waiting for you in Vienna.

Conference* (3 Days)

All Content* (3 Days)

Single Day Ticket

Early Bird

A limited number of these tickets was available.

Sold Out.

Sold Out!

-

Early Worm

These tickets were available for a limited time.

Expired.

Sold Out.

-

Regular

Important: All Access sold out. All Content available instead.*

€ 369

€ 999

€ 399

Student Pass**

Available until Friday July 8th

60% off above

60% off above

60% off above

Indies or Unemployed Devs***

Available until Friday July 8th

20% off above

30% off above

20% off above

* All Access tickets give you access to all rooms on all days of the conference, Single Day tickets give you full access, but only on the day of your choice. With a main conference ticket you can access the amphitheatre and the open laboratories. See here for more details about ticket types and discounts.

Keynotes and Presentations

Building Worlds in 64kB: Why Humans Should Never Have to Touch Pixels or Polygons

How do you fit complex geometry, physically based materials, animation and physics simulations in 64 kilobytes*? This talk will show the all-procedural workflow behind some recent demoscene productions. We will explore the techniques behind "asset-free" content creation used by the demogroup mercury for their recent 64k production "fermi paradox" and others, which will mainly consist of live coding, fiddling with the content, and telling demoscene battle stories from recent productions. We will see how exclusively using procedural techniques results in preserved semantics instead of pushing-around of heaps of meaningless data. We will discuss how the ability to change any content at any stage in production - with instant turnaround times with no baking and no modes - affects the creative process. And we will determine how much of that is specific to this unique discipline or actually transferable to game or movie production. Basically: Humans should never have to touch pixels or polygons. *as well as the full-fledged physically based shading system, the synthesizer and the music.

Johann Korndörfer, Mercury

Johann 'cupe' Korndörfer is a graphics coder for the demogroup mercury. Having done some kind of computer graphics since his childhood, he found the proper outlet for this drive in the demoscene, where he is active since 2008. While he works as a rendering engineer in VR for his day...

Read full biography »

Johann Korndörfer, Mercury

Johann 'cupe' Korndörfer is a graphics coder for the demogroup mercury. Having done some kind of computer graphics since his childhood, he found the proper outlet for this drive in the demoscene, where he is active since 2008. While he works as a rendering engineer in VR for his day...

Read full biography »

Image Synthesis with Convolutional Neural Networks [Workshop]

In this hands-on workshop, you'll learn about and experiment with algorithms that use convolutional neural networks to generate images: from photo-realistic textures, to style transfer on portraits, or even up-sampling pixel art. You'll learn about the underlying neural architectures, how they are trained, and how you can modify them to get the results you want too!

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 »

Samim Winiger, creative.ai

Samim A. Winiger is a compassionate designer, code magician and narrative engineer. He is a co-founder of Creative.AI - a R&D team focused on machine learning for creative industries. He is known for doing experiments that combine creativity and AI, and open source projects such as GitXiv. Previously, he has...

Read full biography »

Samim Winiger, creative.ai

Samim A. Winiger is a compassionate designer, code magician and narrative engineer. He is a co-founder of Creative.AI - a R&D team focused on machine learning for creative industries. He is known for doing experiments that combine creativity and AI, and open source projects such as GitXiv. Previously, he has...

Read full biography »

Integrating Houdini with Unreal Engine 4

In this talk Ensar will explain how to execute Houdini projects from Unreal Engine, and translate generated Houdini assets to make it readable by Unreal. Various methods used will be explained that made it possible to create an Unreal Engine plugin capable of procedurally set dressing assets with the power of Houdini. Next to explaining methods used to make this possible, methods that failed to work as intended to achieve this will also be discussed.

Ensar Akkaya

Ensar Akkaya is an aspiring tools programmer with passion for games, currently finishing his study at the NHTV University in Breda, Netherlands. He has worked on various student game projects and game development related applications. Next to his student projects, he worked for the mailing and shipping industry as a...

Read full biography »

Ensar Akkaya

Ensar Akkaya is an aspiring tools programmer with passion for games, currently finishing his study at the NHTV University in Breda, Netherlands. He has worked on various student game projects and game development related applications. Next to his student projects, he worked for the mailing and shipping industry as a...

Read full biography »

Techne: An Art Commune by Bots, for Bots

Art bots are undeniably cool! We put the minds of an artist inside of a machine, and they make art for us! But since when do artists live in a sealed box? Real artists have colleagues, form artist colonies, learn from each other, grow and develop and change their practices, and obsess over the artists that they wish they could be. We started with Rob Saunders’ classic creative-agent-in-communities work and extended it to build a mad experiment in which bots not only produce and evaluate art, but can see the “process” of other bots’ art generators, critique it, borrow pieces, and modify their own art production code with what they’ve learned. Along the way we’ve discovered or implemented phenomena like self-loathing artists, critics and evangelists, bots with “blue periods” that they grow out of, and bots making hard choices between pleasing the critics and staying true to their own desires.

Kate Compton, galaxykate

Kate Compton is a long-time Procedural Content Generation (PCG) practitioner. She wrote the first paper on procedural platformer levels, generated the planets for Spore, and wrote the latest SimCity fire system. She is now a PhD candidate at UC Santa Cruz developing artificial intelligence to augment human creativity with generative...

Read full biography »

Kate Compton, galaxykate

Kate Compton is a long-time Procedural Content Generation (PCG) practitioner. She wrote the first paper on procedural platformer levels, generated the planets for Spore, and wrote the latest SimCity fire system. She is now a PhD candidate at UC Santa Cruz developing artificial intelligence to augment human creativity with generative...

Read full biography »

Endless level generation in Blades of Brim

The talk will go through the hierarchical building blocks for the level generator and how randomisation is applied in Blades of Brim.

Martin Skytte Kristensen, SYBO Games

Martin is a 29 year old software engineer from Copenhagen, Denmark with a passion for making games. He graduated in 2012 from the Technical University of Denmark with a Master in Digital Media Engineering and was hired by SYBO after graduation. At SYBO he has been building the tech and...

Read full biography »

Martin Skytte Kristensen, SYBO Games

Martin is a 29 year old software engineer from Copenhagen, Denmark with a passion for making games. He graduated in 2012 from the Technical University of Denmark with a Master in Digital Media Engineering and was hired by SYBO after graduation. At SYBO he has been building the tech and...

Read full biography »

Insurrection: Disrupting Legacy Practices of Digital Asset Production.

This talk aims to present some contemporary approaches to data representation, and to discuss how re-thinking workflows to make use of appropriate statistical models can greatly improve production efficiency, consistency, and quality. One of the most challenging aspects of digital entertainment production is the generation and animation of believable human characters. Case studies will be presented and discussed of some tools currently in development and production at Electronic Arts for generating large volumes of believable human heads. One of the advantages of using statistical models is the repurposing of the assets to various and changing target platforms without the need for additional artist modeling. This compounds the efficiency gains by; allowing more efficient asset generation; allowing one model to drive multiple LODs and multiple target platforms; and allowing assets to be used through many iterations of game and hardware improvement.

Caleb Howard, Electronic Arts

Caleb has been working in digital production since the late 80s. Mathematician, Engineer and Artist, he has led the industry in developing procedural tools for production of both Film and Games. Currently he heads a team At Electronic Arts in Vancouver - developing solutions applying the automated efficiency of Machine...

Read full biography »

Caleb Howard, Electronic Arts

Caleb has been working in digital production since the late 80s. Mathematician, Engineer and Artist, he has led the industry in developing procedural tools for production of both Film and Games. Currently he heads a team At Electronic Arts in Vancouver - developing solutions applying the automated efficiency of Machine...

Read full biography »

Best Practices in Generative Pipelines [Roundtable]

Noor Shaker, AAU Copenhagen

Noor Shaker is a Postdoctoral researcher at the Aalborg University 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 Modeling.

Read full biography »

Noor Shaker, AAU Copenhagen

Noor Shaker is a Postdoctoral researcher at the Aalborg University 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 Modeling.

Read full biography »

Speakers & Organizers

Johann Korndörfer

Alex J. Champandard

Samim Winiger

Ensar Akkaya

Kate Compton

Kate Compton

Kate Compton is a long-time Procedural Content Generation (PCG) practitioner. She wrote the first paper on procedural platformer levels, generated the planets for Spore, and wrote the latest SimCity fire system. She is now a PhD candidate at UC Santa Cruz developing artificial intelligence to augment human creativity with generative art. She likes laser cutting, 3D printing, founding companies, and baking.

Conference Speaker

Ensar Akkaya

Ensar Akkaya is an aspiring tools programmer with passion for games, currently finishing his study at the NHTV University in Breda, Netherlands. He has worked on various student game projects and game development related applications. Next to his student projects, he worked for the mailing and shipping industry as a software developer. He developed an integration with Houdini for Unreal Engine 4, which is being used by a student game project to procedurally set dress levels.

Conference Speaker

Samim Winiger

Co-Founder

Samim A. Winiger is a compassionate designer, code magician and narrative engineer. He is a co-founder of Creative.AI - a R&D team focused on machine learning for creative industries. He is known for doing experiments that combine creativity and AI, and open source projects such as GitXiv. Previously, he has been a co-founder of multiple companies and operations in the web, music and games space - working on independent projects and for global brands. Samim dreams about topics such as ethical machines, bots that design, the democratization of creativity, gardening and mediation.

Conference Speaker

Alex J. Champandard

Conference Co-Ordinator & Co-Founder

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 2-3 at Guerrilla Games. Alex authored the book "AI Game Development" and often speaks about his research. He's associate editor for the IEEE Transactions on AI in Games, and serves on the program committee for the AIIDE and CIG conferences.

Johann Korndörfer

Graphics coder

Johann 'cupe' Korndörfer is a graphics coder for the demogroup mercury. Having done some kind of computer graphics since his childhood, he found the proper outlet for this drive in the demoscene, where he is active since 2008. While he works as a rendering engineer in VR for his day job, at night he codes mostly size-limited productions, as restrictions tend to stimulate his creativity.

Conference Speaker

Martin Skytte Kristensen

Caleb Howard

Noor Shaker

Noor Shaker

Post-Doc Researcher

Noor Shaker is a Postdoctoral researcher at the Aalborg University 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 Modeling.

Track Chair and Co-Organizer

Caleb Howard

Senior CG Supervisor

Caleb has been working in digital production since the late 80s. Mathematician, Engineer and Artist, he has led the industry in developing procedural tools for production of both Film and Games. Currently he heads a team At Electronic Arts in Vancouver - developing solutions applying the automated efficiency of Machine Learning to the problems of quality, consistency, and volume in content production.

Conference Speaker

Martin Skytte Kristensen

Martin is a 29 year old software engineer from Copenhagen, Denmark with a passion for making games. He graduated in 2012 from the Technical University of Denmark with a Master in Digital Media Engineering and was hired by SYBO after graduation. At SYBO he has been building the tech and gameplay behind the mobile combat runner Blades of Brim. He cares about building the tech that enables the team to produce the unexpected.

Conference Speaker

Browse Conference Tracks

Analytics & Data Science

Agent Behavior & Coordination

Character Animation

Cognition, Bots & Understanding

Dynamic Dialog & Storytelling

Generative Systems & Design

Human Interaction & Recognition

Procedural Content Generation

Real-time Decisions