Unite Berlin 2018 - Worldbuilding in Minutes Rapid Procedural Terrain & Scene Creation

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all right so who are we I'm Adam Goodrich I'm the guy that created all the technology going to see our company it's procedural worlds we're procedural content generation generation specialists I'm the publisher of Gaia Gina CTS and Pegasus the scene you just saw was actually created with those tools and a bunch of other assets that I'll show you how to use as well my background is 30 years of enterprise tech and I've done a whole bunch of startups and executes and actually exited exited one as well and for the last five years I've been a bit of a obsessive-compulsive procedural generation person I find that it's much much more interesting than the enterprise of corporate space so what's this all about from your perspective you know I want to teach you and show you how to create better environments for work and pleasure I want to show you how you can use procedural tools just save time save money increase your quality and then get get greater success for you and your games I'm going to teach you some stuff so in 30 minutes I'll give you the output of five years of effort from me and I'll also give you a glimpse into the some of the things we're doing in what we're going to bring into the space and also we're looking for partners so come and speak to us we actually had a booth out the front if you'd like to ask more questions or see more in depth demos we'll be happy to talk to you and we're also looking at growing the business so that's all about partnering with you so the first part of this is going to be about artists driven procedural generation and some people say I want an infinite world and you know I'm not really into infinite press the button type worlds because there first of all they're difficult to engineer their repetitive so anybody's seen no man's sky that was a really amazing procedural work but it was infinitely repetitive in you can form you own opinions as to whether it's a great game and it's also hard to work with if you've got an entire team of people if it's all procedurally done in real time your artists find it really difficult to work so this is about this first part is about artists driven procedural generation it's about giving you really friendly tools so that you can bring your visions to life and in my opinion and everybody's got different opinions of course this gives you the best of both worlds so you use the power of procedural to accelerate the process but the real magic is what's in here and what you bring to life so how are we going to create this world well the first part is about stamping which is the terraforming part then it's about spawning or what I call spawning which is about populating your scene with content then it's about adding that magic that brings it all to life so that's what I'm going to demonstrate to you so stamping stamping is in my opinion about understanding the game that you want to create so there's no point creating games that have no playable areas and you want the game to and the way you approach the terraforming that you're stamping to actually suit the gameplay you want to create it's also about seeing and you know what I say there is wake up collect some information from nature and use it as a reference you know if all we do is we live in a cardboard box then what we become really good at is creating cardboard boxes but if you go out into the world and look at the world and see the world then you actually find that this really stimulates your creativity and that's what interesting environments are all about so let me demonstrate so this is just an empty scene this is the project that I use to generate the environment well you know can't see it okay cool we can see it now so it's just an empty project so the first we're going to demonstrate is Gaia and Gaia is something you can get on the asset store it's usually fairly easily easy to find and the the core of the the the workflow is the Gaia Manager the idea is that you know terrains and environments should be as easy as one two three I've done some work as a game development teacher and creating rich environments in 3d is something that scares people who are new to it so what I try to do is make this easy so the first thing I'm going to do is create a terrain and show us Stamper so what guy has done is it's actually created a two-kilometer environment for us I just zoom out a bit here and the way I visualize this is this is like a big slab of cookie dough and the way you make cookies is you get a cookie cutter and you stamp those cookies into your environment and that's the way Gaia treats it as well so it gives you a thing called a Stamper and you can apply all sorts of different stamps into that standby so mountains rivers and so on so let's create maybe an island environment with a mountain and maybe dr. Evil's lair so Gaia comes with about 150 stamps and these stamps are all categorized and you can create your own stamps you can import them you can generate them there are tools within goetta layer to procedurally generate these shapes as well so let's start with maybe some planes no let's not do those let's try an island so what we've got here are a height map preview of what that stamp looks like and I'm gonna apply this into my environment so here's one so guys created a mesh a low mesh a low poly preview of it in fact I'm even gonna go back to mmm one of my heels maybe this one okay another one just trying to find something that's sort of interesting this one's got some interesting shapes in it and gour allows us to stamp this into our environment effect suppose we use Hills all right so what you can see here is if I apply this to the terrain and turn off that preview we've now got this shape and I want to create an island so this is not going to really work for us so I'm gonna undo that you know I'm gonna use a mask so guy comes with a masking system mini masking systems actually do my preview back on and what I'm gonna do is in the center of the terrain I'm going to use the full strength of the stamp and at the edge I'm going to make it relatively weak so if I stamped that now what we see as we've now got an island so the next thing I want to do is add a mountain to our island so I go into my Stamper here you know here's some stuff I'm choosing at random here put my preview back on so this is what I mean by artist driven procedural generation because you as the artist can actually craft the environment to suit your game and move that over there and it's Alma it's just like manipulating 3d objects but we're getting Unity terrain out of it instead so let's put that one in there and I'll just turn up the I'll turn this up normally you wouldn't do this but I'll give you a sense of the level of detail that's being rendered into the wood applied to the terrain here this is not a great thing from a performance perspective but shows us what we're creating and I want to create maybe some lower areas over here I'm trying to find an area that I like and what the heck we'll use that one of the cool things you can do with Geyer as well is move things around and you can see that's got a bit of a height to it but I'm going to make this flatter all the things I'm showing you here there's about 45 different tutorials on the procedure awards website so you can actually go away and see how to do this in lots and lots of detail if it's something you find interesting and so the idea is you know you just basically keep playing with your environment - you've got something you liked the last thing I'll add to our environment is a little evil lair and so again we'll turn a preview on with our Stamper and we'll grab our base here lift this up it's really really big so I'm going to make it smaller and make it higher so you can see that shape and we're going to apply this into our environment now before what we did is we added height to our environment now we're going to subtract height so I'll make this even smaller again it's still quite large I think that's way too large so the raising height will lower height and again will stamp cool just cut a little area out of our environment there so that is the process of terraforming or stamping so the next thing I want to do is spawn so that's all about acquiring resources and Gaia comes with a whole bunch of sample ones but you can use whatever you want often people think the Guyer is what you see in the videos and the assets store but you have games like crowfall they just you know they're applying their own assets so those assets can be textures you grass your trees your game objects your points of interest and a point of interest is actually a collection of objects laid out in relation to each other so there could be a little village for example the next thing you do is you define fitness which is how well does that thing fit on this environment so we use things like proximity how much slope and so on to workout you know this grass or this tree can go on you know up to 15 degrees inclines relatively low and so on and so on and then how do you want to disperse this thing into your environment so we have a number of different algorithms ranging from you know clustered spawning which simulates how things grow naturally to just generally laid out in the environment to cover its split across the entire environment and then the process of spawning is about applying those resources into meaningful places in the environment so let's demonstrate that so I've got our environment the next we'll go back to Gaia and we'll create a spawn is what Geyer has done is put a bunch of spawn as into our environment so I'll just start that's borning actually the other thing before I do that is I'll turn off lighting because it's in my laptop and it's chewing CPU so what we're doing is we're interpreting that environment and we're working out where do we want mountain textures to go grass textures to go rock textures and so on and so on so guy has just done that for us and it's using a combination of noise and other things now that looks you know that standard unity terrain which in my opinion from a shading perspective looks pretty average so what I'm going to do now is apply CTS to it which is another one of our products I'm going to visually boost how this terrain looks so we'll go to select that terrain opponent CTS ad CTS to our terrain and then go I comes with a bunch of third-party samplers one of them is from nature manufacture and it's a really beautiful set of textures so watch what happens when I do this hit apply profile and instantly we've got a much more interesting environment we've got hype blending going on we've got some procedural snow and so on so you can start to with CTS you can start to visually control how your environments looking change the way the snow and so on and so on and so on so we have lots of tutorials on how you can do this the next thing I want to do is I'll add some some some houses and things so I go to my game object spawner now we've given you a bunch of them but you can settle these things up yourself so again I'll hit the spawn button and work Guyer is again doing that's looking at the entire environment and working out where to put things so it's looking for areas that are flat enough for a village to go and you know not too high for the trees and so on and so on and it's added a bunch of interesting stuff so let's have a look at that let's go to our farm here and burn what it's done is it's added this into the environment and it's done things like it's automatically aligned things with the terrain it's not such a good example there it's a retexture the terrain where it's spawned and it's all done with procedural rules so when I say artist-driven procedural we created an environment that's sort of what we want and now we're starting to use procedural tools to populate that environment the next thing I'm gonna do is I'll do the trees next the way guy works at least as we go from large to small so in order to spawn into an environment and do something that's contextually interesting you need to understand the environment around you and you really want to go from large to small because you don't want grass if you put the grass first and then you put the rock on top of it the grass will grow through the rock so we want to do is put the rocks first and then actually have the the grass avoiding the rocks so by doing them in that sort of sequence we can start to so let's go over here and I'm going to switch from Gaia now to Gina so Gina at spawner did that just to create a SWAT for us and I've pre set up these these things so let's go to my spawn as here and let's add some cliffs if anybody's ever done cliffs they're really really annoying and I looked at various ways of decorating our cliff here with objects and I found that there was no really easy way to do it procedurally so that was actually what drove the creation of Gina and what Gina does is it samples the environment where you're going to place those objects so if I go to add my large flap my large tall rocks here and when I press shift what Gina is doing is wherever you click at sampling the environment and then finding like environment so based on height and slope and so on so let's go and add just think about we're honor do this yeah okay users good enough so let's add some cliffs in here so it's actually generating collections of objects for us and it's it's choosing where on the terrain that I've actually clicked now I'm going to add some large flat rocks make sure I've got the right one yep so again I'm just making this look a little bit more natural and this is that whole artist-driven aspect of it you know there we've just created a bunch of little cliffs and rocks that have followed the terrain now I'm not going to fill the whole thing I could and I could do magic buttons that sort of do the whole thing but the idea is here is to show more that it's about helping you to create interesting environments to support the gameplay you want so let's just go in a little bit more detail around here let's let's add some buildings now these buildings are from the blacksmith environment kit and I've pre set them up to use to you to be used with at all so we can make that available as a download if you're interested in using them but let's grab some buildings it'll do it's going to spawn in a damaged building so I can choose the direction I want it to to face and then let's uh some and some nice buildings and then I'm going to maybe do some walls and again this is sort of tedious stuff if you have to do it by hand and then it's put in some towers go a bit faster but you get a sense of how easy it is to add some stuff let's add some some rocks here some small rocks so again this is about just adding a bit of interest into our environment so I'm just looking in here getting a bunch of rocks they put some in our village as well so we've done the the majority of the work of setting up this sort of environment I won't go into all the detail of setting it all up across the entire environment because it'll just take time we don't have so I'll go back to Gower again and now I'm going to create a tree spawner which will put some redwoods in there and one of the cool things about Gaia is when you set up different environments you can then automate the creation of them later so I'm gonna go back to Gaia and we're going to GX procedural worlds redwoods Warners and create a redwood spawner and here it is here and I just have to select the data for it accidentally unselected it I've got it so now we're going to cover the entire environment with redwoods cool we just added two thousand nine hundred and ninety two redwoods into our air environment so we can start to see now as this thing starts to come together now with these these are standard terrain trees and they didn't know anything about our village here so I don't want them in my village so I'll quickly get rid of them one of the things I get with questions with Geyer is hey you know how do I get rid of stuff and you know bah bah bah and the thing is all the standard unity tools work just fine so I encourage people to use them so somewhere there's a fence leave these things out a bit the next thing I'll do is I'll add some nicer smaller trees these are really beautiful trees from nature manufacturer cool so we've created sort of an interesting environment down here maybe we'll create an opening here whoops and pain apart again let's use the unity tools if they exist and they're working well for us wrong one I will have a green path all right so we've got some trees we've got some houses we've got a terrain and I think we've added enough interest for the moment we could go and add more and more detail if we wanted to so the next thing I want to do is basically what I call adding the pixie dust this is about bringing all this stuff together so the put thing we've done in gyres we've create an extension system we actually integrate with lots of other assets so we'll add in unities post-processing with a click well that in water with a click we'll add in some beautiful lighting from enviro will add some volumetric lighting to sort of just create a more interesting look and then we'll add some ambient aí and bring this thing to life now this is obviously I don't have a lot of time to go into too much detail so excuse me for rushing so if I go back to Gaia oops I'm going to create my player win water and screen shutter so it's going to add all those common sorts of things for us into the scene and guy has the ability to choose different types of setups different types of environments you're targeting that renderer if you're using 2018 we can plot or switch in the appropriate renderer and how big you want the environment so the thing i've chosen is a flying camera and this is this works very well for running your staff testing it out and then later on you'd swap in the appropriate sort of controller and i'm gonna get rid of unity water because i'm just not a big fan of it so i'll just delete the water and we'll leave that for the moment so let's run this let's see where our camera is actually it's over here i'm gonna bring that camera over to that village we were working on mm somewhere in there so let's run this and maximize it so here's our environment it all looked I think sort of fairly average when you look at the then the macro but once you start to go down to the micro it starts to get more interesting there's their little villages and so on there's no grass we haven't added them yet well there's a tree one that I spawned up in the air one of the things with Gina is that if you've got a Collider there it thinks you're trying to spawn on a mesh so place it on top so that's what's happened there maximized so the first thing we'll do is we'll add some water so we go act a guy on we're going to our extensions here's a quest by dog medic I will just click the button and add the water a cool thing about this is you don't have to learn how to do it it's all been done for you and all of a sudden we've actually got a nice island now I'm going to make the water a little bit bigger just because I like to have bigger water I've got some water and then I'm going to do another little trick when you look at unity terrain from up high and you've got a terrain you start to see where the Train in so you can actually see those artifacts so one of the things I like to do is actually add a plane and then use my sand texture and stick that underneath and then you get a horizon that looks good into the horizon so we'll go plane and we'll reset that make it and say 45 and make it about 800 and so you can see the plane there now and you can see the plane influencing the water so what I do is I'll drop a material on that somewhere in here there's a material ocean floor so drop that on here boom now you've got a sand texture and there it's the same texture that's on the terrain so it just looks a bit nicer and we might drop that down a bit cool so we've got our island looking old okay it's got water the next thing I do is add some lighting so again we'll go into extensions and we'll go enviro add in virus guy it's going to complain because I forgot to switch our camera so enviro is looking for your camera and that thinks it's going to be a player so we'll just change that so it varies another cool tool in the asset store by default it doesn't set the time right so now we've got some nice time setup I'm going to drop that scale now and I'm going to change my camera back to being main camera and also make some modifications to enviro I don't like the default settings well let's change the time of day and let's get some clouds and well that'll do let's see so now our environments starting to look more interesting we've got some cool skies a little bit of volumetric light going on there but I've only met our redwood trees but that stuff here I forgot to fix that house and over here we've got our path so let's do something a little bit more interesting their path was over here somewhere all right now the other thing I want to do is I want to add grass in here so I'll go back to Gaia before I change anything else and I'll run my grass spawner so what this is doing is it's looking all through the environment for areas where it can place grass it's making sure it doesn't place grass through houses and rocks and that sort of stuff and it's it's just in that concept of fitness to choose where to put stuff into the Seine and it's quite a loud saying so it's busily working its way through it I will show you Gaia too and talk about Gaia - shortly where we do all this on the GPU and it's essentially instant but for now I'm showing you what's on the asset store right now now we've got grass you know sane but our grass is on our path and I don't wander on the path because one of our paths to be really sort of visible so I'll just get rid of our grass on that path might change the color of the path as well for the better texture on it but again this is about using the power of procedural tools to accelerate these processes for your game now I use the grass because it sort of clashes with this other texture all right now next thing I want to do is add some more interesting lighting so if I look at this again now see we got you know a path grass rocks and so on and and so on here let's let's add some volumetric lighting into this and then let's actually drive some characters through this so I will go gaion I'm gonna add aura or is this really really awesome free volumetric lighting tool that's on the asset store highly encourage you to play with it because it's just beautiful so let's see I'll do it at runtime just to give you a sense of how this changes your environment but then I'll go back in and actually do it back on the editor so it sticks so here we've got aura let's set to sunny day give it a second it's still setting itself up maybe sunset let's hope or is gonna play nice with us maybe we'll try some quality or is not playing nicely with us so we'll try to edit a mode instead notice sometimes it needs to try a few times try Ora once more I think that's looking better yep and we'll set it to same medium so now we've got a much more interesting light here well I'll go and modify or again just to give you a sense of how you can change the ambiance of your game see how it's changed we're gonna go into a greener forest look and you can go and customize all these things it's just a sense it's a first set of settings this Raphael the guy that made aura has actually done a whole bunch of new settings for Gaia as well so again you can add this really interesting look to your game with just a few clicks so I'm almost out of time to show you more procedural stuff so I'll show you two more things and I'll talk about some of the next stuff that's coming up so I want to do a fly through of our environment I'm gonna go Pegasus add Camp Eggers capture and I'm gonna play my game so what's happening here is I want to create an exact look in my scene at the things I want to look at so pick us accredited this little ridicule and that's what your camera is looking at so I hit P for Pegasus and Pegasus is actually capturing where I am in my environment as it takes its images or its locations and then let's say I want to go up and around going very very fast just to get us within time and to an Aquos off in the background and then I'm gonna hit create Pegasus and if i zoom out you'll see what's going on here so what we've done is we've created a fly through and I'm going to set my speed to say two now we're going to hit play now this is still pretty looking pretty average because I haven't added any post-processing effects yet so I'll add those in a second so what Pegasus is doing is it's basically taking us through the environment at the speed I've told it to go out and you know creating sort of a fly through type thing the next thing I'm going to do is get Pegasus to add a little herd of formation of soldiers and have them run through the scene as well what it what Pegasus does is it's essentially it's a it's a having tool and it can drive cameras as easily as it can drive characters I think before I show this to you again I'll also add some post-processing because it's hurting my eyes great camera effects cool that's a bit better and we'll go in and we'll add some soldiers so in my animation I've got some Knights dragging and dropping them and I'm going to go and to Pegasus and add a formation simple wanna say two across too deep so what a formation is is just a set of objects and the only thing it does is act as a placeholder for other things to follow up so what I'm gonna do with Pegasus is I'll just hide this other one for the moment to get it at the road I'm going to create a walkthrough for our soldiers so we're going to Pegasus and add another Pegasus add a manager I'm going to set him instead of by default Pegasus came out of driving cameras and so by default we'll set staff at eye level than you've seen but I want to put this on the ground and now want to actually create the path so I just go ctrl click now the gizmos really big I'll make it a bit smaller and will create the path that these soldiers are going to walk through now you see by default it's actually a loop to fly through so I'll make that a single shot fly through so that's the path my soldiers will take through the scene and I'm gonna grab pretty sure I grab deformation yep there it is where's it gone at the top you going to pick us us instead of controlling the camera I'm going to control our formation and if you look at our little formation here if I click on it it'll automatically move it to the first spot and Pegasus you can actually visualize where Pegasus is going to take this through your scene so it's going to move our soldiers along like that now they're a little bit too close together so I'll go to my formation and we'll move my front left so the left all this is doing is just providing a little sense of order and I'll go back to my soldiers bring them all down here and my my front lift which is that one so drag him to front lift so by default if you've got making them animations and so on you can use them and you don't need to we just provide you with some sample ones but if you're using an animal for example you'd use your your quadruped ed animations in this case we're just using standard old animations that come with making them and what I'm doing is I'm telling Pegasus what am I gonna get this soldier to follow back left and that one you stood back right we're almost done here now I'm going to set the speed that this thing runs through the scene to be fairly slow so let's set it to say two meters a second and we'll get our Knights to go relatively slowly we'll get them to walk it say where's my speed yeah walking speed at say 1.7 meters a second and I'll go back to my main camera now and I'll turn it back on and then we'll just start the camera off fairly slowly so each individual segments in Pegasus you're gonna sign at the speed so the first two segments will set it off at a meter now let's see what we've done hopefully this will all work okay so they just ran around and now they're following the path that's been assigned by Pegasus and they're doing things like they're doing local avoidance so I didn't have to bake her navmesh or anything like that these guys are basically following the path that I've assigned them and you're there making decisions about how they want it near they're actually independent agents within the game this is something that I've only just released and it's something they'll be adding a whole bunch more intelligence to but it's um it's a pretty cool little feature all right so in a nutshell what we've done is we've created our environment to suit the gameplay we want we've populated it with buildings and fences and and so on we've added a minute some some ambient AI and we've created a fly through so in a very short amount of time we've sort of created the beginnings of a nice environment for your game obviously when you're doing this yourself you take the time to to make the details nice I've just done it in a fairly massive rush so I'll go back to the presentation so now I'm going to talk to you about Gaia - if you've followed me and the asset store I've promised going to for some time one of the things that'll be in Gaia - is multi tile it'll be generated real time on the GPU so where you saw that little thing ticking along now it's instant and it'll be infinite and you can control it in editor mode and at runtime and it'll be both user interface driven so that's more the artists style and also be API driven so that's where you get your programmers to control what's going on so what you can see here is a hundred terrain tiles and what I'm about to do is stamp use the same concept of artist driven procedural generation and they're we're rendering doing all the work of the stamping on the GPU and we've just updated it the average time per stamp is about ten milliseconds and then unity takes another 50 to 100 milliseconds depending on how you want to do it here what we're doing is we're now using a stamp and we're taking a real world environment this is from lost just outside of Las Vegas and you'll see me applying this to the terrain and for terrain tiles are updating essentially instantly they're updated they're now textured I use that same stamping concept to now rotate it and put something else in to the scene and because I already set up a texture on it it's automatically textured it for us and there you can see the individual terrain tiles so now I think I'm going to show some some fractals here we go so the next version of Gaia also allows you rather than using predefined stamps what we can do is we can use and explore a bunch of fractals to create different types of landscapes so you can create your Spacey landscapes you can grade mountains and so on and so on so now what we're doing is we're actually updating the terrain in real time on the GPU so as I experiment with Gaia - I'm actually changing Unity terrain in real time and this is actually once you start to use it you don't really want to go back to doing it any other way because what you see is what you get really so here I'm walking through a fractal because gonna find a nice Mountain and I found my mountain now I'm lifting it up I've used a mask to make this into a instead of a fractal that goes on and on and on I've turned it into a an island and now what I'm doing is studying to explore how I can modify and further change that environment so I'm adding detail in via textures so you can start to get really interesting environments and because it's real-time you can start to create the environments that you want for your games what Gaea 2 will have is a filter system and what I'm showing you here is things like real-time erosion and these filters being applied so every time we change something we're actually updating the terrain in real time and the GPU allows us to do that so there are mucking around with a bit of thermal erosion I think I put in a bit of water hydraulic erosion a bit later not 100% with the implementation of that yet but by the time it launches it'll be right I think in a second we start to muck around with terracing terracing is I didn't demonstrate it would have loved to have but if you want to create nice interesting features in your terrain then the terracing system which exists in go 1.7 now it's just not real-time allows you to start to dynamically shape your environment and what you can do is you can actually blend between the underlying terrain and the terraces so you can start to bring through the underlying features anyway that will Geyer - now i want to talk about a case study of how you can commercialize is your imagination so this title in november last year i was presenting at unite in melbourne and in the audience was google and it was actually google maps and you know they've got the best metadata about the planet on the planet so the really cool thing was that um they liked what we were doing and they said hey let's work together and if you've seen the google maps for unity api all the content that they created was actually well as showed off was done by me and the thing i used to do that was a product that we haven't launched yet it's called origami and we're Gaia and Gina and ty and create natural environments origami is all about creating interesting built environments and so what we're doing is we're bridging the gap between metadata which describes your game and the implementation of your game and that's a really really powerful thing because there's a huge it's like a chasm between the metadata and the reality now even though this video is going to show off and if you want to use this use Google and if you want to help executing it speak to us so I'll show the video while I'm talking to it so this is um Melbourne Australia and the environments you're seeing here and they're getting killed a bit by PowerPoint but everything here is procedurally generated off of real world made of data so those buildings you're saying there's something like in some of those buildings 30,000 pieces I made this out of because I'm not an artist I made this out of assets off the asset store and I use origami to assemble them what actually happened at a high level is that I use the metadata out of the Google Maps Google our Maps for unity API and that gave me information about what type of building is there how big is that building where is its physical location what's its volume and then with origami what I did was I decorated my content with rules which are not programmer driven they're just you know decorated you don't have to do anything to use you don't have to be a program I should say and those rules are then deciding how that content will be instantiated into the scene in this scene origami is again taking that metadata from Google and generating this content so this is just outside of Central Park there's another Park not far away from there in New York so those roads are geospatially accurate the buildings are made up there are cities some really beautiful low poly stuff from Sinti and origami as being the intelligent conductor that's bringing all this stuff together the cool thing about this approach to content generation is once you've described your content you can use it in any number of contexts and we're we're very excited by origami is that we think the content is the most expensive part of any game it's the most time and resource expensive so with origami you can take metadata whether it be from Google Maps or map box or world or whatever and you can know you can reimagine and repurpose there into your game but you can also you don't need to use real-world metadata you could actually use your imaginary world your game world has metadata so this is a set another example of using procedural or you know driven procedural content to generate rich environments this last environment is Glacier National Park in Montana and we didn't have time in the time we had for this project to do it all completely procedurally so there's some manual stuff here we grabbed some manual elevation stuff we've used Google's metadata to work out where the houses and the roads and everything should be and everything else is done with procedural rules the the interesting thing is when I gave this to Google I said I'm really disappointed with this and I said why because this is awesome and I said because it's only this much in the corner of my huge big map and this is an awesome awesome map so we're really happy about it so what's in your future so hopefully you'll be able to get better environments with unity for your work or pleasure using these tools hopefully what we've demonstrated is something that you could see that could accelerate the quality and speed at which you generate your content and by doing that your games got a greater chance of success and you're reducing costs you know if you're interested in learning more we're looking for partners because we want to take this stuff and really run with it so content partners Tech Potter's partners Studios and businesses we see that gaming is just one aspect of the way you can leverage this technology recreating the real world in real time so you can simulate and automate and do interesting things with it it's something we think is a massive massive opportunity for procedural generation if you'd like to learn more about it come and see it as in our booth get a demo come on eat our candy candy and then if you wanted to know about the assets we've used there's a list of them and if you want to ask some questions and be happy to take your questions I'm sorry I had to go very very quickly but hopefully I've given you a sense of what this stuff can do any questions it was easy thank you
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Channel: Unity
Views: 40,009
Rating: undefined out of 5
Keywords: Unity3d, Unity, Unity Technologies, Games, Game Development, Game Dev
Id: YPCghfsHdSg
Channel Id: undefined
Length: 52min 41sec (3161 seconds)
Published: Mon Jul 23 2018
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