Games & VFX

Of course by their very nature computer games heavily rely on procedural design (procedural generation) and generative methods. Almost any aspect can potentially be transformed from a predefined, manually created feature into one that is dynamically created through code.

Procedural Generation

Procedural everything...

  • Levels (Dungeons, Worlds, Maps,...)
  • Characters (evolving creatures, „intelligent“ agents, ...)
  • Architecture (buildings, streets, fences,...)
  • Vegetation, environment (rocks, trees, plants, dirt,...)
  • Animation
  • Textures
  • Effects
  • Simulations
  • Game Mechanics
  • Dialogs
  • ...

Rogue, 1980

Procedural generation in video games starts with the genre "Roguelike", which is named after the 1980 dungeon crawling game "Rogue". All dungeon levels, monster encounters, and treasures are procedurally generated on each playthrough, so that no game is the same as a previous one. (Wikipedia)

World Building

Hello Games, No Man‘s Sky, 2015 -

Simulations, Animations

Universal Everything - Emergence 2017-2019

David Fothergill, I've fallen, and I can't get up!, 2014

Jon Rafman - Poor Magic 2017

Narratology

Ian Cheng - Emissaries Trilogy 2015-2018 & BOB 205

VFX

jtnimoy / GMUNK - Tron Legacy (2010) - http://gmunk.com/TRON-Solar-Sailor

Additional Links

Practical Procedural Generation for Everyone, Kate Compton