From Tuesday 7 April to Friday 10 April 2026 Breda University of Applied Sciences will host the Everything Procedural Conference for a variety of lectures, talks, demonstrations and masterclasses in the field of procedural content generation for games on our beautiful campus in Breda, the Netherlands. The event offers many opportunities to meet and share knowledge with fellow developers.
In 2026 Everything Procedural will have its 10th anniversary. In the years since we have started, we have gained strong recognition as a leading conference in the field of procedural content for games.
A practical deep dive into how we generated procedural terrain for Dune: Spice Wars with a team of 2 over less than 2 years. This talk covers the challenge of creating diverse desert landscapes with constrained and precise art direction. We show the development process from early prototypes to final implementation, including failed experiments and the many iterations required to achieve natural-looking results while meeting strict gameplay requirements for a procedurally-generated map.

Freelance
Sea Of Rifts generates its world in real time using shader-based procedural techniques. This talk demonstrates how we achieve visual variety through GPU tricks: dynamically varying scenery via position-based modulation, recoloring assets with HSV shifts and masking, advanced 2D subtiling on texture subregions, procedural landscape texturing, SDF-based UI generation, and a modular portrait system linking facial features to character traits.

Out Of Bounds Games
y=f(x) lab explores the synergy of design, science, and technology through the lens of Parametric Thinking. We investigate the possibilities of building and controlling complex systems and algorithms without losing the ability to manage, adapt, and design. Using TouchDesigner as our foundational platform, we treat data as a primary design ingredient, shifting our role from traditional designers to system curators. Through recent case studies, we demonstrate how a modular, data-driven pipeline keeps even the most intricate systems manageable and scalable. This approach centers on a real-time workflow that fosters a constant state of play, allowing for “happy accidents” to emerge within a precision-engineered framework.

y=f(x) lab
Creating the world of Mafia: The Old Country required a perfect marriage between artistic vision and technical innovation. Drawing on his journey from Environment Artist to Technical Artist, Jan shares how they designed a procedural building system that empowers artists rather than replacing them. Jan explores how the team balanced high-end visuals with production efficiency, the lessons learned from our biggest challenges, and how to foster better collaboration between creative and technical roles. Gain a practical look at how modern procedural tools bring historic settings to life.

Hangar 13
Solving the need to support strategic demolition mechanics in new destruction focused tactical shooter “Pattern Zero” using novel techniques and sophisticated technology. Run-time dynamic destruction, network sync’d changes, accurate collision, high fidelity rich visuals, all enabled by the Apparance plugin for Unreal. See how layering multiple tech-art and proc-gen techniques can be used to effectively provide impressive gameplay and visuals.

Backpain Games

Apparance Studios
cables.gl is a browser-based visual programming platform for creating real-time interactive graphics. Built around a simple node-and-cable workflow, it enables designers, developers, and artists to prototype, animate, and share projects instantly, right from the browser. The platform has been in continuous development for more than 10 years and is supported by a growing, established community of artists, educators, and developers. cables.gl brings together WebGL, WebAudio, and a large library of operators, making it easy to build everything from data-driven installations to playful generative artworks. It is free, open source, and community-driven, designed to make creative technology more accessible for everyone.

UNDEV
This masterclass will be on-site and run over the course of two days (Thursday and Friday) from 9:00 to 17:00. To participate you need to bring your own laptop or hardware. Tickets include refreshment, lunch, and a conference ticket.
This masterclass will feature a series of practical exercises using Apparance in Unreal Engine with guidance from the Apparance team.
An introduction and exploration of the Apparance Runtime Procedural Generation System
Takeaways:

Apparance Studios

Apparance Studios

Apparance Studios
This masterclass will be on-site and run over the course of two days (Thursday and Friday) from 9:00 to 17:00. To participate you need to bring your own laptop or hardware. Tickets include refreshment, lunch, and a conference ticket.
Build a small but fully playable game environment in two days using Houdini as your main content creation tool. You will block out a compact world, create modular game ready assets, generate tillable materials and trimsheets in COPs, and prepare everything for a smooth real-time experience on modern hardware. Along the way, you will learn core node-based workflows, procedural thinking for environment art, simple Houdini tools for layout and optimization, and how all of this fits into a production-ready pipeline for games.
Who this track is for:
This masterclass will be on-site and run over the course of two days (Thursday and Friday) from 9:00 to 17:00. To participate you need to bring your own laptop or hardware. Tickets include refreshment, lunch, and a conference ticket.
Bring your characters to life from sketch to final frame in this two day Houdini character sprint at KineFest. You will build production ready characters with procedural modeling, rig them using the latest Houdini 21 KineFX and APEX tools, and bring them into character driven storytelling with animation, FX, and stylized lookdev. By the end, you will understand the core steps needed to create a complete animated character short entirely inside Houdini within a modern USD based pipeline.
The sessions are designed to flow together, so staying for the full track will give you the best experience.
Who this track is for:
Some prior exposure to rigging or animation is helpful but not required
This masterclass will be on-site and run over the course of two days (Thursday and Friday) from 9:00 to 17:00. To participate you need to bring your own laptop or hardware. Tickets include refreshment, lunch, and a conference ticket.
Push Houdini beyond everyday use in this advanced masterclass focused on production-proven tools, environments, and effects. Across a series of deep dive sessions you will plug external AI and machine learning models into Houdini with ONNX, build custom datasets and synthetic renders for training, create procedural building and PCG systems, design interactive Python State driven tools, develop a texture creation pipeline using COPs, and build advanced destruction and VFX tools tailored for games. Along the way, you will see how experienced artists structure complex networks, debug and optimize heavy setups, and turn experiments into robust assets that fit into modern studio pipelines.
Who this track is for:
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Discount is provided for students and alumni from Breda University of Applied Sciences, and other students. Please use the contact form in case you want to buy discounted group tickets.
Please provide the correct promotion code at checkout.
EPC2026_BUASSTUDENT – For BUas students
EPC2026_BUASALUMNI – For BUas alumni
EPC2026_STUDENT – For students