Overview
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Explore an in-depth walkthrough of the procedural generation systems used to create villages in Caves of Qud during this 2019 GDC Math for Game Developers session. Discover how Freehold Games' Brian Bucklew and Jason Grinblat generate unique village histories, cultures, architectural styles, storytelling traditions, NPCs, and quests. Learn about modularity, village concepts, abstraction techniques, and the generation of historical texts and monuments. Gain insights into creating population tables, signature dishes, and building styles. Delve into entity component systems and population tool tables to enhance your understanding of end-to-end procedural generation in game development.
Syllabus
Intro
Problem Statement
Who are we
Outline
Design Context
Modularity
Village
Village Concept
Techniques
Village Generation
Abstraction Mountain
Monument Hall
Generate History
Factions
Cultural Relationships
Historical Text
Historical Monument
World Location
Generate Culture
Population Tables
Signature Dishes
Building Style
Takeaways
Questions
Entity Component Systems
Population Tool Tables
Taught by
GDC