让AI收集GDC里和PCG相关的文章
在之前的《让AI帮我整理GDC游戏开发资源》 中我保存了GDC所有文章的基础信息。
接下来,我又让AI写工具把标题根据分类信息汇总。
然后根据分类的标题,先排除一些肯定不相干的分类(比如市场等)。然后从可能相关的分类中,逐个去看标题,让AI去判断标题上和PCG的关联程度。
(相关工具的工程代码在这儿:https://gitcode.com/u013412391/GameDevNotes)
最后AI判断出这样一百篇左右的分享:(比较可惜的是有些是会员才能看,我也标注出来了)
(注意,因为这里仅以标题来判断,并不知道里面的具体内容,所以结果并非很准确)
| 标题 | 中文标题 | 链接 | 其他信息 |
|---|---|---|---|
| Zenith: Diffusion Model-Driven Map Generation | Zenith:扩散模型驱动的地图生成 | 视频链接:https://gdcvault.com/play/1036018/Zenith-Diffusion-Model-Driven-Map(会员) | 年份:2026 分类:Visual Development |
| Unleash Artistic Creativity: How Tencent’s AIGC Tools Empower Creators (Presented by Tencent Games AI) | 释放艺术创造力:腾讯的 AIGC 工具如何赋能创作者(由腾讯游戏 AI 呈现) | 视频链接:https://gdcvault.com/play/1036038/Unleash-Artistic-Creativity-How-Tencent | 年份:2026 分类:Game & Production Technology |
| The Modular and Expressive World Art of ‘Keeper’ | 《守护者》的模块化和富有表现力的世界艺术 | 视频链接:https://gdcvault.com/play/1035987/The-Modular-and-Expressive-World(会员) | 年份:2026 分类:Visual Development |
| The Dynamic Weather Systems of ‘Borderlands 4’: How They Can Apply to Games Without Dynamic Weather | 《无主之地 4》的动态天气系统:它们如何应用于没有动态天气的游戏 | 视频链接:https://gdcvault.com/play/1035981/The-Dynamic-Weather-Systems-of(会员) | 年份:2026 分类:Visual Development |
| The AI Design Stack: Agents, 3D Generation, and Beyond (Presented by Tencent Games AI) | 人工智能设计堆栈:代理、3D 生成及其他(由腾讯游戏 AI 呈现) | 视频链接:https://gdcvault.com/play/1036041/The-AI-Design-Stack-Agents | 年份:2026 分类:Production |
| Mastering Massive Worldbuilding: Production and Optimization of Ultra Large-Scale Maps | 掌握大规模世界建设:超大规模地图的制作和优化 | PPT链接:https://gdcvault.com/play/1035739/Mastering-Massive-Worldbuilding-Production-and 视频链接:https://gdcvault.com/play/1035908/Mastering-Massive-Worldbuilding-Production-and(会员) | 年份:2026 分类:Visual Development |
| Let the Engine Understand You: Intent-driven Game Scene Editor Powered by AI (Presented by Tencent Games AI) | 让引擎了解你:人工智能驱动的意图驱动的游戏场景编辑器(由腾讯游戏 AI 提供) | 视频链接:https://gdcvault.com/play/1036036/Let-the-Engine-Understand-You | 年份:2026 分类:Visual Development |
| Developing Large Procedural Systems with Low Friction and Fast Generation (Presented by Epic Games) | 开发低摩擦和快速生成的大型程序系统(由 Epic Games 提出) | 视频链接:https://gdcvault.com/play/1035643/Developing-Large-Procedural-Systems-with | 年份:2026 分类:Game & Production Technology |
| Twisting Terrain and Populating Forests on an Anomalized Olympic Peninsula for Pacific Drive (Presented by Houdini) | 为 Pacific Drive 扭曲地形并在异常的奥林匹克半岛上种植森林(由 Houdini 演示) | 视频链接:https://gdcvault.com/play/1035387/Twisting-Terrain-and-Populating-Forests | 年份:2025 分类:Design |
| Tool Development Stories from the Game Tools Team at Houdini (Presented by Houdini) | 来自游戏工具团队的工具开发故事Houdini(由 Houdini 介绍) | 视频链接:https://gdcvault.com/play/1035368/Tool-Development-Stories-from-the | 年份:2025 分类:Programming |
| Tencent Games Developer Summit: The Procedural Way: Reconstruct Mega City of Qin Dynasty (Presented by Tencent Games) | 腾讯游戏开发者峰会:程序之道:重建秦朝巨城(腾讯游戏出品)游戏) | 视频链接:https://gdcvault.com/play/1035413/Tencent-Games-Developer-Summit-The | 年份:2025 分类:Design |
| Technical Artist Summit: ‘LEGO Horizon Adventures’: Procedural Optimizing | 技术艺术家峰会:《乐高地平线大冒险》:程序优化 | 视频链接:https://gdcvault.com/play/1035293/Technical-Artist-Summit-LEGO-Horizon(会员) | 年份:2025 分类:Technical Artist Summit |
| Procedural Stadium Creation for ‘EA SPORTS College Football 25’ | 程序体育场创建“EA SPORTS College Football 25” | 视频链接:https://gdcvault.com/play/1035325/Procedural-Stadium-Creation-for-EA(会员) | 年份:2025 分类:Visual Arts |
| Procedural Generation with Design in Mind for ‘LEGO Horizon Adventures’ | “乐高地平线冒险”的程序生成与设计 | 视频链接:https://gdcvault.com/play/1035279/Procedural-Generation-with-Design-in(会员) | 年份:2025 分类:Programming |
| Game AI Summit: Techniques for Visualizing the Output Diversity of Generative Systems | 游戏人工智能峰会:生成系统输出多样性可视化技术 | 视频链接:https://gdcvault.com/play/1035176/Game-AI-Summit-Techniques-for(会员) | 年份:2025 分类:Game AI Summit |
| Evolving Worlds from the Crumbling Chaos: The Art-Led Approach of ‘Darkest Dungeon 2’s’ Procedural Generation System | 从崩溃的混乱中进化世界:“Darkest Dungeon 2”程序生成系统的艺术主导方法 | PPT链接:https://gdcvault.com/play/1035493/Evolving-Worlds-from-the-Crumbling 视频链接:https://gdcvault.com/play/1035312/Evolving-Worlds-from-the-Crumbling(会员) | 年份:2025 分类:Visual Arts |
| Enhancing 3D Building Asset Creation: Machine Learning Meets Procedural Generation | 增强 3D 构建资产创建:机器学习与程序生成的结合 | 视频链接:https://gdcvault.com/play/1035316/Enhancing-3D-Building-Asset-Creation(会员) | 年份:2025 分类:Programming |
| Building the Natural World One Hex at a Time: The Procedural Environment Art of ‘Civilization VII’ | 以一个十六进制构建自然世界时间:“文明 VII”的程序环境艺术 | 视频链接:https://gdcvault.com/play/1035324/Building-the-Natural-World-One(会员) | 年份:2025 分类:Visual Arts |
| Adobe Developer Summit: Helldivers 2: Diving into Biome Material Creation with a Tiny Team (Presented by Adobe) | Adobe 开发者峰会:Helldivers 2:与小型团队一起深入研究生物群落材质创建(由 Adobe 介绍) Adobe) | 视频链接:https://gdcvault.com/play/1035421/Adobe-Developer-Summit-Helldivers-2 | 年份:2025 分类:Visual Arts |
| ‘Delta Force’: Performant High-Quality Terrain and Biome Technology for PC and Mobile | “三角洲部队”:适用于 PC 和计算机的高性能地形和生物群落技术手机版 | PPT链接:https://gdcvault.com/play/1035606/-Delta-Force-Performant-High 视频链接:https://gdcvault.com/play/1035280/-Delta-Force-Performant-High(会员) | 年份:2025 分类:Programming |
| Visual Effects Summit: Procedural Cinematic Symbiotes in ‘Marvel’s Spider-Man 2’ | 视觉效果峰会:“漫威蜘蛛侠 2”中的程序电影共生体 | 视频链接:https://gdcvault.com/play/1034487/Visual-Effects-Summit-Procedural-Cinematic(会员) | 年份:2024 分类:Visual Effects Summit |
| Technical Artist Summit: Procedural Tool Development for ‘Marvel’s Spider-Man 2’ | 技术艺术家峰会:《漫威蜘蛛侠 2》的程序工具开发 | PPT链接:https://gdcvault.com/play/1034803/Technical-Artist-Summit-Procedural-Tool 视频链接:https://gdcvault.com/play/1034566/Technical-Artist-Summit-Procedural-Tool(会员) | 年份:2024 分类:Technical Artist Summit |
| Proceduralism Made Easy : SideFX Labs and Houdini Engine (Presented by Houdini) | 程序化变得简单:SideFX Labs和Houdini引擎(由Houdini介绍) | 视频链接:https://gdcvault.com/play/1034649/Proceduralism-Made-Easy-SideFX-Labs | 年份:2024 分类:Visual Arts |
| Harnessing Generative AI to Create Unlimited Content Within Game Worlds (Presented by Amazon Web Services) | 利用生成式人工智能在游戏世界中创建无限内容(由 Amazon Web Services 提供) | 视频链接:https://gdcvault.com/play/1034925/Harnessing-Generative-AI-to-Create | 年份:2024 分类:Programming |
| AI Summit: Level Generation with Large Language Models | AI 峰会:使用大型语言模型生成关卡 | 视频链接:https://gdcvault.com/play/1034587/AI-Summit-Level-Generation-with(会员) | 年份:2024 分类:AI Summit |
| AI Summit: Endless Stories: Utilizing AI to Power a Content Creation Engine | 人工智能峰会:无尽的故事:利用人工智能为内容创建引擎提供动力 | 视频链接:https://gdcvault.com/play/1034477/AI-Summit-Endless-Stories-Utilizing(会员) | 年份:2024 分类:AI Summit |
| ‘Marvel’s Spider-Man 2’: 10 Years of Procedural Content Creation | “漫威蜘蛛侠 2”:程序内容创建的 10 年 | 视频链接:https://gdcvault.com/play/1034369/-Marvel-s-Spider-Man(会员) | 年份:2024 分类:Visual Arts |
| Tools Summit: Tools to Build a World in One Day | 工具峰会:一日构建世界的工具 | 视频链接:https://gdcvault.com/play/1029380/Tools-Summit-Tools-to-Build | 年份:2023 分类:Tools Summit |
| Taking a Procedural Approach to Texturing the Machines of ‘Horizon Forbidden West’ | 采用程序方法来纹理“地平线禁忌西部”的机器 | 视频链接:https://gdcvault.com/play/1029327/Taking-a-Procedural-Approach-to | 年份:2023 分类:Visual Arts |
| Recorded: AI Enhanced Procedural City Generation (Presented by Tencent AI Lab) | 记录:人工智能增强程序城市生成(由腾讯 AI Lab 呈现) | 视频链接:https://gdcvault.com/play/1028921/Recorded-AI-Enhanced-Procedural-City | 年份:2023 分类:Design |
| Machine Learning Summit: Advanced Heightmap Compression Using Deep Learning in ‘Dune: Awakening’ | 机器学习峰会:《沙丘:觉醒》中使用深度学习的高级高度图压缩 | PPT链接:https://gdcvault.com/play/1028716/Machine-Learning-Summit-Advanced-Heightmap 视频链接:https://gdcvault.com/play/1029222/Machine-Learning-Summit-Advanced-Heightmap | 年份:2023 分类:Machine Learning Summit |
| From Battlegrounds to Fairways: Terrain Procedural Tools in Frostbite | 从战场到球道:《Frostbite》中的地形程序工具 | 视频链接:https://gdcvault.com/play/1029086/From-Battlegrounds-to-Fairways-Terrain | 年份:2023 分类:Programming |
| Creating Realistic Landscapes in Unreal Engine with Houdini (Presented by Epic Games) | 在 Unreal Engine 中使用 Houdini 创建逼真的风景(由 Epic Games 出品) | 视频链接:https://gdcvault.com/play/1029010/Creating-Realistic-Landscapes-in-Unreal | 年份:2023 分类:Visual Arts |
| Constrain Your Content: Generating Better Content with Constraint Programming | 限制内容:通过约束编程生成更好的内容 | PPT链接:https://gdcvault.com/play/1028744/Constrain-Your-Content-Generating-Better 视频链接:https://gdcvault.com/play/1029005/Constrain-Your-Content-Generating-Better | 年份:2023 分类:Programming |
| AI Summit: Living in Procedural Worlds: Creature Movement and Spawning in ‘Nightingale’ | 人工智能峰会:生活在程序世界中:“夜莺”中的生物运动和产卵 | PPT链接:https://gdcvault.com/play/1028813/AI-Summit-Living-in-Procedural 视频链接:https://gdcvault.com/play/1028930/AI-Summit-Living-in-Procedural | 年份:2023 分类:AI Summit |
| AI Summit: Beyond WaveFunctionCollapse: Constraint-Based Tile Map Generation and Editing | AI 峰会:超越 WaveFunctionCollapse:基于约束的图块地图生成和编辑 | PPT链接:https://gdcvault.com/play/1028723/AI-Summit-Beyond-WaveFunctionCollapse-Constraint 视频链接:https://gdcvault.com/play/1028925/AI-Summit-Beyond-WaveFunctionCollapse-Constraint | 年份:2023 分类:AI Summit |
| AI Summit: Advancing Content Creation with Generative AI | 人工智能峰会:推进内容创作生成式 AI | 视频链接:https://gdcvault.com/play/1028923/AI-Summit-Advancing-Content-Creation | 年份:2023 分类:AI Summit |
| Urban Worlds: A New Procedural Modeler (Presented by Threedee.io) | Urban Worlds:新的程序建模器(由 Samsung Electronics 提交) Threedee.io) | 视频链接:https://gdcvault.com/play/1027824/Urban-Worlds-A-New-Procedural | 年份:2022 分类:Visual Arts |
| SideFX Labs 2021-2022 | Servicing Next-Gen Development (Presented by Houdini) | SideFX Labs 2021-2022 | 服务下一代开发(由 Houdini 介绍) |
| Procedural Primer for Artists (Presented by Houdini) | 艺术家程序入门(由 Houdini 介绍) | 年份:2022 分类:Visual Arts | |
| Never The Same Twice: Procedural World Handling in ‘Returnal’ | 两次不一样:“回归”中的程序世界处理 | PPT链接:https://gdcvault.com/play/1027651/Never-The-Same-Twice-Procedural 视频链接:https://gdcvault.com/play/1028093/Never-The-Same-Twice-Procedural | 年份:2022 分类:Programming |
| Math In Game Development Summit: Turning Patterns and Fractals: Program Generation of Natural Textures | 游戏中的数学开发峰会:转变模式和分形:自然纹理的程序生成 | PPT链接:https://gdcvault.com/play/1027693/Math-In-Game-Development-Summit 视频链接:https://gdcvault.com/play/1027971/Math-In-Game-Development-Summit | 年份:2022 分类:Math In Game Development Summit |
| Math In Game Development Summit: Practical Automation: A Guide to Random Game Content Generation | 游戏中的数学开发峰会:实用自动化:随机游戏内容生成指南 | PPT链接:https://gdcvault.com/play/1027662/Math-In-Game-Development-Summit 视频链接:https://gdcvault.com/play/1027972/Math-In-Game-Development-Summit | 年份:2022 分类:Math In Game Development Summit |
| Independent Games Summit Session: Getting Players Emotionally Invested in Procedural Characters in ‘Wildermyth’ | 独立游戏峰会会议:让玩家对“荒野神话”中的程序角色进行情感投入 | PPT链接:https://gdcvault.com/play/1027614/Independent-Games-Summit-Session-Getting 视频链接:https://gdcvault.com/play/1027924/Independent-Games-Summit-Session-Getting | 年份:2022 分类:Independent Games Summit |
| Game Level Generation using AI Bot (Presented by Tencent AI Lab) | 使用AI机器人生成游戏关卡(由腾讯AI实验室呈现) | 年份:2022 分类:Programming | |
| Battlefield 2042: Procedural Badge Creation with Substance 3D Designer (Presented by Adobe) | 战地 2042:程序使用 Substance 3D Designer 创建徽章(由 Adobe 提供) | 年份:2022 分类:Visual Arts | |
| AI Summit: Innovations in Procedural Narrative | 人工智能峰会:程序叙事的创新 | 视频链接:https://gdcvault.com/play/1027846/AI-Summit-Innovations-in-Procedural | 年份:2022 分类:AI Summit |
| Advanced Graphics Summit: Designing the Terrain System of ‘Flight Simulator’: Representing the Earth | 高级图形峰会:设计《飞行模拟器》的地形系统:代表Earth | PPT链接:https://gdcvault.com/play/1027581/Advanced-Graphics-Summit-Designing-the 视频链接:https://gdcvault.com/play/1027838/Advanced-Graphics-Summit-Designing-the | 年份:2022 分类:Advanced Graphics Summit |
| Procedural Systems for “Marvel’s Spider-Man: Miles Morales” and “Ratchet & Clank: Rift Apart” (Presented by Houdini) | 《漫威蜘蛛侠:迈尔斯·莫拉莱斯》和《瑞奇与叮当:裂痕》的程序系统(由胡迪尼介绍) | 视频链接:https://gdcvault.com/play/1027521/Procedural-Systems-for-Marvel-s | 年份:2021 分类:Visual Arts |
| Advanced Graphics Summit: Procedural Grass in ‘Ghost of Tsushima’ | 高级图形峰会:《对马岛之魂》中的程序草 | PPT链接:https://gdcvault.com/play/1027033/Advanced-Graphics-Summit-Procedural-Grass 视频链接:https://gdcvault.com/play/1027214/Advanced-Graphics-Summit-Procedural-Grass | 年份:2021 分类:Advanced Graphics Summit |
| Advanced Graphics Summit: Boots on the Ground: The Terrain of ‘Call of Duty’ | 高级图形峰会:脚踏实地:“使命召唤”的地形 | 视频链接:https://gdcvault.com/play/1027463/Advanced-Graphics-Summit-Boots-on | 年份:2021 分类:Advanced Graphics Summit |
| Procedurally Crafting Manhattan for ‘Marvel’s Spider-Man’ | 为《漫威蜘蛛侠》程序打造曼哈顿 | PPT链接:https://gdcvault.com/play/1026415/Procedurally-Crafting-Manhattan-for-Marvel 视频链接:https://gdcvault.com/play/1025765/Procedurally-Crafting-Manhattan-for-Marvel | 年份:2019 分类:Visual Arts |
| Math for Game Developers: Tile-Based Map Generation using Wave Function Collapse in ‘Caves of Qud’ | 游戏开发人员数学:在“Qud 洞穴”中使用波函数折叠生成基于图块的地图 | PPT链接:https://gdcvault.com/play/1026263/Math-for-Game-Developers-Tile 视频链接:https://gdcvault.com/play/1025913/Math-for-Game-Developers-Tile | 年份:2019 分类:Programming |
| Math for Game Developers: End-to-End Procedural Generation in ‘Caves of Qud’ | 游戏开发者数学:“Caves of Qud”中的端到端程序生成 | PPT链接:https://gdcvault.com/play/1026313/Math-for-Game-Developers-End 视频链接:https://gdcvault.com/play/1025914/Math-for-Game-Developers-End | 年份:2019 分类:Programming |
| Exploring the Tech and Design of ‘Noita’ | 探索“Noita”的技术和设计 | 视频链接:https://gdcvault.com/play/1025695/Exploring-the-Tech-and-Design | 年份:2019 分类:Independent Games Summit |
| Advanced Graphics Techniques Tutorial: Four Million Acres, Seriously: GPU-Based Procedural Terrains in ‘Serious Sam 4: Planet Badass’ | 高级图形技术教程:四百万英亩,严肃地说:《英雄萨姆 4:坏蛋星球》中基于 GPU 的程序地形 | PPT链接:https://gdcvault.com/play/1026349/Advanced-Graphics-Techniques-Tutorial-Four 视频链接:https://gdcvault.com/play/1025815/Advanced-Graphics-Techniques-Tutorial-Four | 年份:2019 分类:Programming |
| ‘Marvel’s Spider-Man’: Procedural Lighting Tools | 《漫威蜘蛛侠》:程序照明工具 | PPT链接:https://gdcvault.com/play/1026315/-Marvel-s-Spider-Man 视频链接:https://gdcvault.com/play/1026034/-Marvel-s-Spider-Man | 年份:2019 分类:Visual Arts |
| Technical Artist Bootcamp: Procedural Islands of ‘Dauntless’ | 技术美术师训练营:“无畏”的程序岛 | PPT链接:https://gdcvault.com/play/1025541/Technical-Artist-Bootcamp-Procedural-Islands 视频链接:https://gdcvault.com/play/1025256/Technical-Artist-Bootcamp-Procedural-Islands | 年份:2018 分类:Visual Arts |
| Spline-Based Procedural Modeling in ‘Agents of Mayhem’ | “混乱特工”中基于样条的程序建模 | 视频链接:https://gdcvault.com/play/1025244/Spline-Based-Procedural-Modeling-in | 年份:2018 分类:Visual Arts |
| Procedurally Generating History in ‘Caves of Qud’ | 程序生成历史“Caves of Qud” | PPT链接:https://gdcvault.com/play/1025379/Procedurally-Generating-History-in-Caves 视频链接:https://gdcvault.com/play/1024990/Procedurally-Generating-History-in-Caves | 年份:2018 分类:Independent Games Summit |
| Procedural World Generation of ‘Far Cry 5’ | “孤岛惊魂5”的程序世界生成 | PPT链接:https://gdcvault.com/play/1025557/Procedural-World-Generation-of-Far 视频链接:https://gdcvault.com/play/1025215/Procedural-World-Generation-of-Far | 年份:2018 分类:Visual Arts |
| Plot and Parcel: Procedural Level Design in ‘XCom 2’ | 情节和包裹:“XCom 2”中的程序关卡设计 | PPT链接:https://gdcvault.com/play/1025387/Plot-and-Parcel-Procedural-Level 视频链接:https://gdcvault.com/play/1025213/Plot-and-Parcel-Procedural-Level | 年份:2018 分类:Design |
| Math for Game Programmers: The Power of Procedural Recipes | 游戏程序员数学:程序配方的力量 | 视频链接:https://gdcvault.com/play/1025198/Math-for-Game-Programmers-The | 年份:2018 分类:Programming |
| Math for Game Programmers: Staged Parametric Map Generation | 数学游戏程序员:分阶段参数化地图生成 | 视频链接:https://gdcvault.com/play/1025197/Math-for-Game-Programmers-Staged | 年份:2018 分类:Programming |
| Math for Game Programmers: Semi-Procedural Content Pipelines | 游戏程序员的数学:半程序化内容管道 | 视频链接:https://gdcvault.com/play/1025196/Math-for-Game-Programmers-Semi | 年份:2018 分类:Programming |
| Math for Game Programmers: Juicing World Generation with Metadata Feedback | 游戏程序员的数学:通过元数据反馈来生成世界 | 视频链接:https://gdcvault.com/play/1025193/Math-for-Game-Programmers-Juicing | 年份:2018 分类:Programming |
| Math for Game Programmers: Discrete Constructs in Endless Worlds | 游戏程序员的数学:无尽世界中的离散构造 | 视频链接:https://gdcvault.com/play/1025192/Math-for-Game-Programmers-Discrete | 年份:2018 分类:Programming |
| Math for Game Programmers: Digging with Perlin Worms | 游戏程序员的数学:使用 Perlin Worms 进行挖掘 | 视频链接:https://gdcvault.com/play/1025191/Math-for-Game-Programmers-Digging | 年份:2018 分类:Programming |
| Level Design Workshop: Procedural Regeneration: Matching the World to the Player | 关卡设计研讨会:程序再生:将世界与玩家匹配 | 视频链接:https://gdcvault.com/play/1025181/Level-Design-Workshop-Procedural-Regeneration | 年份:2018 分类:Design |
| Creating Photorealistic Procedural Materials with Substance Designer (Presented by Allegorithmic) | 使用 Substance Designer 创建逼真的程序材质(由 Allegorithmic 呈现) | 视频链接:https://gdcvault.com/play/1024844/Creating-Photorealistic-Procedural-Materials-with | 年份:2018 分类:Visual Arts |
| Beyond Procedural Horizons: Exploring Different Uses of Procedural Content Generation | 超越程序视野:探索程序内容生成的不同用途 | PPT链接:https://gdcvault.com/play/1025536/Beyond-Procedural-Horizons-Exploring-Different 视频链接:https://gdcvault.com/play/1025069/Beyond-Procedural-Horizons-Exploring-Different | 年份:2018 分类:AI Summit |
| You Look Smashing: Procedural Art Direction of ‘We Happy Few’ | 你看起来棒极了:“少数幸运儿”的程序艺术指导 | 视频链接:https://gdcvault.com/play/1024239/You-Look-Smashing-Procedural-Art | 年份:2017 分类:Visual Arts |
| Technical Artist Bootcamp: Introduction to Proceduralism | 技术艺术家训练营:程序主义简介 | PPT链接:https://gdcvault.com/play/1024574/Technical-Artist-Bootcamp-Introduction-to 视频链接:https://gdcvault.com/play/1024281/Technical-Artist-Bootcamp-Introduction-to | 年份:2017 分类:Visual Arts |
| Practical Procedural Generation for Everyone | 适合每个人的实用程序生成 | 视频链接:https://gdcvault.com/play/1024213/Practical-Procedural-Generation-for | 年份:2017 分类:Independent Games Summit |
| PCG Shotgun: 6 Techniques for Leveraging AI in Content Generation | PCG Shotgun:在内容生成中利用 AI 的 6 种技术 | PPT链接:https://gdcvault.com/play/1024646/PCG-Shotgun-6-Techniques-for 视频链接:https://gdcvault.com/play/1024146/PCG-Shotgun-6-Techniques-for | 年份:2017 分类:AI Summit |
| GPU-Based Run-Time Procedural Placement in ‘Horizon: Zero Dawn’ | 《地平线:零之黎明》中基于 GPU 的运行时程序布局 | PPT链接:https://gdcvault.com/play/1024700/GPU-Based-Run-Time-Procedural 视频链接:https://gdcvault.com/play/1024120/GPU-Based-Run-Time-Procedural | 年份:2017 分类:Visual Arts |
| Continuous World Generation in ‘No Man’s Sky’ | 《无人深空》中的连续世界生成 | 视频链接:https://gdcvault.com/play/1024265/Continuous-World-Generation-in-No | 年份:2017 分类:Programming |
| Practices in Procedural Generation | 程序生成实践 | 视频链接:https://gdcvault.com/play/1023372/Practices-in-Procedural | 年份:2016 分类:Independent Games Summit |
| AI For Generated Worlds | 生成世界的 AI | 视频链接:https://gdcvault.com/play/1023418/AI-For-Generated | 年份:2016 分类:AI Summit |
| Technical Artist Bootcamp: Proceduralism and Automation at Certain Affinity | 技术美术师训练营:一定亲和力的程序主义和自动化 | 视频链接:https://gdcvault.com/play/1022289/Technical-Artist-Bootcamp-Proceduralism-and | 年份:2015 分类:Visual Arts |
| Procedural and Automation Techniques for Design and Production of Sunset Overdrive | 《日落超速》设计和制作的程序和自动化技术 | PPT链接:https://gdcvault.com/play/1022217/Procedural-and-Automation-Techniques-for 视频链接:https://gdcvault.com/play/1022216/Procedural-and-Automation-Techniques-for | 年份:2015 分类:Design |
| Math for Game Programmers: Mixing Geodetic, Hand-crafted and Procedural Geometry | 游戏程序员的数学:混合大地测量,手工制作和程序几何 | PPT链接:https://gdcvault.com/play/1022480/Math-for-Game-Programmers-Mixing 视频链接:https://gdcvault.com/play/1022149/Math-for-Game-Programmers-Mixing | 年份:2015 分类:Programming |
| Making Things Up: The Power and Peril of PCG | 编造事情:PCG的力量和危险 | PPT链接:https://gdcvault.com/play/1022135/Making-Things-Up-The-Power PPT链接:https://gdcvault.com/play/1022486/Making-Things-Up-The-Power 视频链接:https://gdcvault.com/play/1022134/Making-Things-Up-The-Power | 年份:2015 分类:AI Summit |
| Level Design in a Day: Procedural Level Design in Eldritch | 一天关卡设计:Eldritch 中的程序关卡设计 | PPT链接:https://gdcvault.com/play/1022111/Level-Design-in-a-Day 视频链接:https://gdcvault.com/play/1022110/Level-Design-in-a-Day | 年份:2015 分类:Design |
| Designing Procedural Stealth for Invisible Inc. | 为 Invisible Inc. 设计程序隐身 | PPT链接:https://gdcvault.com/play/1021920/Designing-Procedural-Stealth-for-Invisible 视频链接:https://gdcvault.com/play/1021919/Designing-Procedural-Stealth-for-Invisible | 年份:2015 分类:Independent Games Summit |
| Constructing the Catacombs - Procedural Architecture for Platformers | 构建地下墓穴 - 平台游戏的程序架构 | PPT链接:https://gdcvault.com/play/1021878/Constructing-the-Catacombs-Procedural-Architecture 视频链接:https://gdcvault.com/play/1021877/Constructing-the-Catacombs-Procedural-Architecture | 年份:2015 分类:Independent Games Summit |
| Art Direction Bootcamp : How I Learned to Love Procedural Art | 艺术指导训练营:我如何学会热爱程序艺术 | 视频链接:https://gdcvault.com/play/1021805/Art-Direction-Bootcamp-How-I | 年份:2015 分类:Visual Arts |
| Hacking 3D Cities: The New CityEngine and its SDK (Presented by Esri) | 黑客 3D 城市:新 CityEngine 及其 SDK(由 Esri 提供) | 视频链接:https://gdcvault.com/play/1020744/Hacking-3D-Cities-The-New | 年份:2014 分类:Production |
| Creating FPS Open Worlds Using Procedural Techniques | 使用程序技术创建 FPS 开放世界 | 视频链接:https://gdcvault.com/play/1020340/Creating-FPS-Open-Worlds-Using 链接:https://gdcvault.com/play/1020998/Creating-FPS-Open-Worlds-Using | 年份:2014 分类:Programming |
| Technical Artist Bootcamp: Galactic Reign, Tools Behind the Procedural Cinematics | 技术艺术家训练营:银河统治,程序电影背后的工具 | 视频链接:https://gdcvault.com/play/1017661/Technical-Artist-Bootcamp-Galactic-Reign | 年份:2013 分类:Visual Arts |
| Proceduralism: Low Risk, High Reward | 程序主义:低风险,高回报 | 视频链接:https://gdcvault.com/play/1017741/Proceduralism-Low-Risk-High 链接:https://gdcvault.com/play/1018863/Proceduralism-Low-Risk-High | 年份:2013 分类:Production |
| Directed Generation: Procedural and Placeholder Content in BioWare Cinematics | 定向生成:BioWare 电影中的程序和占位符内容 | 视频链接:https://gdcvault.com/play/1017703/Directed-Generation-Procedural-and-Placeholder 链接:https://gdcvault.com/play/1018756/Directed-Generation-Procedural-and-Placeholder | 年份:2013 分类:Design |
| Procedural, There is Nothing Random About it. | 程序性,没有什么随机性。 | 视频链接:https://gdcvault.com/play/1012388/Procedural-There-is-Nothing-Random 链接:https://gdcvault.com/play/1012772/Procedural-There-is-Nothing-Random | 年份:2010 分类:Production |
| Building Blocks: Artist Driven Procedural Buildings | 构建模块:艺术家驱动的程序构建 | PPT链接:https://gdcvault.com/play/1012655/Building-Blocks-Artist-Driven-Procedural 视频链接:https://gdcvault.com/play/1012219/Building-Blocks-Artist-Driven-Procedural 链接:https://gdcvault.com/play/1012930/Building-Blocks-Artist-Driven-Procedural | 年份:2010 分类:Visual Arts |
| Procedural Data Generation in FAR CRY 2 | FAR CRY 2 中的程序数据生成 | 链接:https://gdcvault.com/play/355/Procedural-Data-Generation-in-FAR | 年份:2008 分类:Programming |
| 4D in Zero Space: Living Games with Procedural Textures | 零空间中的 4D:带有程序纹理的生活游戏 | PPT链接:https://gdcvault.com/play/653/4D-in-Zero-Space-Living 链接:https://gdcvault.com/play/654/4D-in-Zero-Space-Living | 年份:2007 分类:Visual Arts |
| The Road to Victory: Procedural Modeling for EA Sports NASCAR Thunder | 胜利之路:EA Sports NASCAR Thunder 的程序建模 | 链接:https://gdcvault.com/play/1020308/The-Road-to-Victory-Procedural | 年份:2005 分类:Visual Arts |
| Simulation and Animation with Hardware-Accelerated Procedural Textures | 使用硬件加速的程序纹理进行模拟和动画 | 链接:https://gdcvault.com/play/1022716/Simulation-and-Animation-with-Hardware | 年份:2003 分类:Programming |
| Living in a Procedural World: Growing a Virtual Forest | 生活在程序世界中:种植虚拟森林 | 链接:https://gdcvault.com/play/1022686/Living-in-a-Procedural-World | 年份:2003 分类:Programming |
