Video: Procedurally generating the worlds of Sir, You Are Being Hunted
At GDC 2014, programmer Tom Betts steps up to explain how procedural methods were used to generate the sprawling environments of Big Robot's remarkable open-world game Sir, You Are Being Hunted.
March 4, 2016
Curious to learn how a small team can use algorithmic content generation to build an oversized first-person shooter in Unity?
Good news: At GDC 2014, programmer Tom Betts stepped up to explain how procedural methods were used to generate the sprawling environments of Big Robot's remarkable open-world game Sir, You Are Being Hunted.
His technical presentation detailed interesting aspects of procedural generation such as prototyping, data structures, storage, aesthetics and optimization. Betts also dug into specific aspects of world creation such as terrain generation, architecture, prop placement and biome definition.
Video and code examples were provided to demonstrate the techniques involved, and the whole talk is worth watching right now (for free!) over on the GDC Vault.
About the GDC Vault
In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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