After the first edition of the Everything Procedural Conference, the conference will return in 2018. On Wednesday April 25th NHTV 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.


Working With Change

Speaker: Innes McKendrick - Hello Games

Modern games rarely ship just once - with early access, ongoing updates and downloadable content, continuing to develop a project after an initial launch is the norm. But when generative techniques can offer vastly different results with just minor changes to input and techniques, how can you continue to work on them? What can you do to plan ahead? How can you remain flexible to change, without limiting your output? In this talk, Innes will discuss the continuous work to update No Man's Sky since its launch in 2016, looking at techniques the team developed (and sometimes wished they'd developed earlier!) to manage, test and improve its procedurally generated universe.

> No Man's Sky
> Hello Games

Using Voxelization For Environment Art in Horizon Zero Dawn

Speaker: Ben Schrijvers - Guerrilla Games

In this talk Ben Schrijvers from Guerrilla Games will explain how voxelization was used to generate iso surface meshes that contribute to the seamless integration of calcification and ice buildup for the "metal world" environments in Horizon Zero Dawn.

> Horizon Zero Dawn
> Guerrilla Games

Houdini - Your Gateway to Generative Design

Speaker: Manuel Casasola Merkle & Moritz Schwind - Entagma

The rift between technologists and artists sometimes seems insurmountable. Both fields share the need for highly specialized tools of which only few manage to cross the gap that exists between the visually driven world of designers and the logics focused realm of developers and TDs. Houdini is the closest thing to a universal swiss army tool that unifies both art and technology thus allowing artists to try their hands at procedural design in an unprecedented manner. Entagma's Manuel & Moritz will take you on a journey of what is possible in generative design using Houdini both in personal and commercial projects.

Entagma will also provide the annual Masterclass on Procedural Content Generation preceeding the conference, more info can be found in the footer below.

> Entagma

Exploring the Collaboration between Proceduralism and Deep Learning

Speaker: Anastasia Opara - SEED (Search for Extraordinary Experiences Division) at EA

Proceduralism is a powerful language of rules, dependencies and patterns that can generate content indistinguishable from a manually produced one. Yet there are new opportunities that hold a great potential to enhance the existing techniques. In this talk, Anastasia will share her learning journey into the world of Deep Learning and discuss how it can contribute to the current Procedural workflows.

> SEED (Search for Extraordinary Experiences Division) at Electronic Arts

Wave Function Collapse in Bad North

Speaker: Oskar Stalberg - Bad North

Bad North is a procedurally generated strategy game about fighting Vikings. Oskar Stalberg will talk about how the Wave Function Collapse algorithm is employed to magically assemble idyllic island dioramas from handcrafted tilesets. You'll learn about the theory behind WFC, its implementation and further development in Bad North, as well as the tools and pipeline surrounding it. Lastly, Oskar will cover how he approaches the integration of art and tech aesthetically.

> Bad North

Houdini in AAA Production / Using Procedural Modeling and Kits

Speaker: Twan de Graaf - Ubisoft Paris

In the first part of the talk we will go over how we started using Houdini at Ubisoft Paris for our tool creation process, and how it evolved. We will cover how it worked, why it was successful and what to keep in mind. The second part is a more in-depth look into one of the tool categories we created for Ghost Recon Wildlands. In particular we talk about tools to place instances and how this compares to procedural modeling and manual approaches.

> Ghost Recon
> Ubisoft

Procedural opportunism in Watch_Dogs 2

Speaker: Pierre Villette - Ubisoft Paris

On Watch_Dogs 2, we intensively used procedural methods in world production within the Paris team. This presentation will show how we have done that in the very specific context of co-dev, with an "opportunist" approach respecting the pipeline and the usual methods followed by other studios. Audience will discover how we pushed forward those methods to support world creation but also, world statistics, FX and how we crossed multiple data sources to create "Constraints aware procedural methods", that are at the very heart of World First approach.

> Watch_Dogs 2
> Ubisoft

Substance Production Pipeline Insights

Speaker: Laurens Corijn - Allegorithmic

In this presentation, Laurens Corijn from Allegorithmic takes you through an overview of using Substance Designer to automate asset texturing in production. Laurens has previously worked as a technical artist at Splash Damage and EA DICE, focusing on improving art pipelines. Drawing from experience in previous projects, Laurens presents an example where high productivity gains can be made texturing environment assets. We'll run though preparing and setting up assets in your 3D application, planning and creating the materials and templates for texturing and finally we'll look at sharing these assets studio-wide, as well as setting up a fully automated process.

> Allegorithmic

Conference on Procedural Content Generation for Games

The conference is open to students and professionals 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 - Industry: 89 Euro (includes free lunch, coffee and drinks afterwards)
- Conference - Students: free
- Masterclass - Industry: 249 Euro (includes free lunch, coffee and Conference pass)
- Masterclass - Students: free

Masterclass: Monday 23 and Tuesday 24 April 2018
Conference: Wednesday 25 April 2018

> Download Schedule

NHTV Breda University of Applied Sciences
Mgr. Hopmansstraat 1
4817 JT Breda
the Netherlands
> NHTV Website

Breda Tourist Office:
> VVV Website

> Contact form

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> Get your tickets here!

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> EPC2016 - Everything Procedural Conference 2016


Masterclass: Entagma - PBD Techniques and Volume Techniques

Preceding the Everything Procedural conference, NHTV will host a two-day SideFX Houdini Masterclass by Entagma's Manuel & Moritz. This is a unique opportunity to learn, meet and work with the best mentors in the field. Please check their website to get a taste of their work and approach and come to NHTV Breda to get the full experience.

Day 1: PBD Techiques - Manuel Casasola Merkle

Although PBDs are called "grains" in Houdini, they offer far more possibilities than just simulating your average sand castle. Wires, Cloth, even fluids can be efficiently simulated using PBDs. Not only that but they come in handy when it comes to numerical problems such as surface packing. Manuel will give an in-depth look into how to set up multiple production proven PBD setups, covering not only the logic behind Houdini's grain system but also how it works under the hood and how to take advantage of its architecture.

Day 2: Volume Techniques - Moritz Schwind

One of the most fascinating aspects of Houdini is the deep implementation of volumes into the software. Be it geometry creation, simulation or shading & rendering - volumes can play a vital role in your projects. With tools such as VDBs and openCL at your disposal in Houdini, you gain control over what (if not revolutionize) is going to change your workflow. Moritz walks you through his favourite techniques when using volumes in Houdini, including advanced topics such as volume procedurals and working with volumes in openCL.

> Entagma

The Masterclass is a two-day event (both 9:00-17:00) and takes place on Monday April 23rd and Tuesday April 24th. The Masterclass will be hosted in a workshop setting with live presentations, demonstrations, hands-on experimention and exercises. Bringing your own hardware (laptop) is recommended. Admittance to the Masterclass is 249 Euro (free for students) and includes free entrance to the Conference on Wednesday 25th of April. We have only limited places.

Program Board
Ronny Franken
Bojan Endrovski
Zoran Arizanovic
Mata Haggis

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