On Wednesday April 24th 2019 Breda University of Applied Science will open its doors for a variety lectures, talks and demonstrations in the field of procedural content generation and will offer many opportunities to meet and share knowledge with fellow developers.

The conference will cover various topics ranging from procedural game, level design, storytelling to art. Presentations will be provided by leading figures in the field, presenting procedural content application in companies from indie game development to AAA games.

The Everything Procedural Conference previously took place in 2016 and 2018 and is gaining strong recognition as a leading conference in the field of procedural content for games.


More Like This, Please! Texture Synthesis & Remixing from a Single Example

Speaker: Anastasia Opara - Embark Studios

Often, procedural approach involves a carefully hand-crafted set of rules to approximate the desired outcome. The process requires a keen human expertise as well as considerable time investment. But what if we could automatically "learn" the rules by simply providing an example of what we want?

In this talk, we will investigate example-based generation though a lens of texture synthesis. You will learn of its applications ranging from multi-example style transfer to single-example photogrammetry asset completion. We will also touch upon a long-term vision of enabling anyone to "program" by making art.

> Anastasia Opara
> Embark Studios

Overcoming over-engineering by reusing proc-gen bits to make better tools

Speaker: Thomas Altenburger - Flying Oak

NeuroVoider is a game with virtually infinite content through proc-gen, which turned to be quite challenging to craft for a team of two. Through a tentative to generalize a flow theory into math to make an ever growing experience, we ended over-engineering all of our systems. But the magic happened when we overcame this complexity by reusing the same proc-gen systems to make assisting design tools to mass produce content.

> Flying Oak

Houdini as the main tool in an Indie studio

Speaker: Simon Verstraete - eXiin

Simon Verstraete from eXiin will talk about how Houdini is used in an Indie company. At eXiin Houdini is one of the main 3D programs and is used from modelling to procedural tools to animations. A few years ago the company decided to switch to Houdini and this had impact on how they work. As a result eXiin is able to work faster and produce a decent amount of content with a small team.

> eXiin

Down to the Fundamentals - Procedural Texturing in Blender 3D

Speaker: Simon Thommes

Maybe not the most efficient solution for procedural texturing at the time, but Blender still holds a lot of potential under the surface. It is gaining increasingly more popularity due to recently drastic advances. In this talk, I will walk you through my findings on how a restricted extent of tools forces, but also enables, very essential methods of procedural texturing, and how learning from this theoretical approach can be lucrative, regardless of the software."

> Simon Thommes

Analytics at the core of game production, a Ghost Recon Story

Speaker: Yossef Benzeghadi - Ubisoft Paris

Procedural generation and systemic content often imply a lot of uncertainty for a game and how it will be experienced by players ultimately. But did you know game analytics can be your best ally in order to fine tune both your world and systems, and ensure the best player experience?

From our first playable build to a successful live game, you will discover how game analytics became a key pillar of Tom Clancy’s Ghost Recon Wildlands. Yossef Benzeghadi, Game Analytics Project Manager & Lead Data Analyst on Ghost Recon from Ubisoft Paris, will share concrete analytics use cases and success stories. This talk outline how gameplay data allowed us to better understand our players and leverage actionable insights directly into the game. Yossef will also give you a glimpse of analytics-driven features present in the game, unlocking technical and game design innovations.

> Ubisoft

A need driven faction system in a simulation based world

Speaker: Marc Braun - Blue Byte

Marc Braun will introduce Blue Byte's “Procedural Environment System”, a technology based on Ubisofts Snowdrop engine, being developed in their Düsseldorf studio. Marc will go through the steps of the simulation behind world creation and demonstrate the various needs they can derive from the geological structure as well as the setup of Flora and Fauna. He will show how they use these to spawn and move the simplest factions in the world – animals roaming through the world. He will then show more complex, human factions, define how they will want to settle in the world. He will talk about various connection types between settlements, and the generation of the settlements themselves. At the end, Marc will give an outlook on the logical next steps, creating single individuals of a certain faction and interaction between these.

> Blue Byte

More speakers to be announced

Conference on Procedural Content Generation for Games

The conference is open to industry, professionals and students in the field of Video Games, Game Development, Computer Graphics and Procedural Content Generation. Sign up is required, as we will have limited places.

Talent scouts and job hunters:
The conference is a great place to meet employers and experts in the field of procedural content generation for games looking for a new challenge or a change in their career. During the day there will be many network opportunities, we try to create an informal safe environment to get in touch with your future employee or future employer.

Passes & Prices:

Conference: Wednesday 24 April 2019

Breda University of Applied Sciences
Sibeliuslaan 13
4837 CA Breda
the Netherlands
> BUas Website

Breda Tourist Office:
> VVV Website

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> EPC2018 - Everything Procedural Conference 2018
> EPC2016 - Everything Procedural Conference 2016


To be announced

Program Board
Ronny Franken
Bojan Endrovski
Zoran Arizanovic
Mata Haggis

Sponsors and Affiliates