Proceduralism for Games? Short answer is YES. | Christos Stavridis | GDC HIVE 2023

  Рет қаралды 3,891

Houdini

Houdini

5 ай бұрын

Christos Stavridis, a Technical Arts specialist at SideFX Labs, discusses the benefits of using proceduralism in game development. He defines proceduralism as a non-destructive and rule-based system that simplifies repeated manual work, saves time, and reduces costs in production. Christos provides examples of how proceduralism was used in the development of projects like Project Item and The Ascent, both of which benefited from modular workflows and quick visualizers to iterate through various design elements. He emphasizes that proceduralism does not detract from artistic control, but rather provides a means to automate repetitive tasks and generate vast amounts of content variations.
Christos Stavridis is a Technical Artist at SideFX as part of the Labs team. He has a master’s degree in audiovisual arts, work experience in education, and some experience in talking about himself in the third person. He brands himself as an Apprentice of Dark Arts and that is one more reason no one takes him too seriously. He has a curious nature about how everything works and a constant hunger for knowledge. In the past years, he has become obsessed with proceduralism, making tools for artists, and hexagons.

Пікірлер: 11
@colleenlove2114
@colleenlove2114 5 ай бұрын
Interesting video! 🌟💗
@Cazaq
@Cazaq 4 ай бұрын
The one at 11:00 is really interesting, I want to see how you approached building the wall modules.
@teresmajor7956
@teresmajor7956 5 ай бұрын
Is writing code a must for making procedural assets in Houdini, or any other node-based software?
@trinityx3o522
@trinityx3o522 5 ай бұрын
Not at all, although knowing how to code does help
@HoudiniGameArtist
@HoudiniGameArtist 5 ай бұрын
Nope. A lot of the work can be done through nodes. But depending on your comfort level, you can write some expression code in parameters, similar to something you would see in excel. Using "hscript" Or you can write little snippets of code in Houdinis VEX coding language. The code is usually 2-4 lines, and very beginner friendly. Or you can go full blown Python inside Houdini. And most of the coding is used to make more robust tools, or build complex framework of node networks, and helps to keep the network noodles to a minimum. But to do basic procedural modeling, no coding is required.
@emwave100
@emwave100 5 ай бұрын
You could also reduce the amount of information that would have to be stored for a given world by taken advantage of the repetition with a given environment. Lots of things in games have a very repetitive structure that could be modeled procedurally. For instance, instead of saving a model for each building in an environment, you could have a procedural method that creates these buildings. This would also given you lots of variation.
@user-ip4qv8xk8y
@user-ip4qv8xk8y 5 ай бұрын
The ice age of the game industry has arrived, so prepare for unemployment in advance.
@ZdzichuRaczka
@ZdzichuRaczka 5 ай бұрын
I think thats great idea. The same with more script to UE5 like optimalization of geometry and the procedural the models with drastically make games less weight in MB. And still got the better view, but its just my thinking IMO =) .
@wewantmoreparty
@wewantmoreparty 5 ай бұрын
Is it possible to download the tools talk about ?
@evanlane1690
@evanlane1690 4 ай бұрын
At least for Project Titan and Pegasus, yes. They're large learning projects that are free from SideFX.
@user-ip4qv8xk8y
@user-ip4qv8xk8y 5 ай бұрын
Being willing to be someone's godson!🤣
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