An excellent article is up at Gamasutra today on how several pro game developers are using procedural content generation in their games.
Several agreed that blending handcrafted content into the outputs of procedural algorithms produced the best mix of delightful surprise and understandable familiarity.
Interesting things: Tanya X. Short (Kitfox Games), orthogonality of inputs and outputs, terrain shaders, JIT compilation.
Post
Mon Mar 12, 2018 3:08 pm
#2
Re: Blending Procedural and Handcrafted Content: Interviews
That sounds good to me, Flat.Flatfingers wrote: ↑Mon Mar 12, 2018 1:23 pmSeveral agreed that blending handcrafted content into the outputs of procedural algorithms produced the best mix of delightful surprise and understandable familiarity.