Рет қаралды 715
Procedural Level Generation | Catinca Matei
This presentation will revolve around procedural generation of levels and rooms using well-known level generation algorithms and methods implemented with the use of VEX in Houdini, exploring how these algorithms can be layered in multiple stages to create a tile-based playable level layout for top-down videogames.
Procedural Futuristic Slums | Olimpia Di Nella
Olimpia will explore the power of procedural generation in modern game development and showcase the Slums Generator, a versatile tool that allows for a range of creative possibilities in building and populating vast game environments in a fraction of the time it would take to do manually.
Procedural Sci-Fi Skyscraper | Maze Pressler
Maze will present his Tool to generate futuristic skyscraper utilizing shape grammar and module instancing for optimized world building in games. He will show how it creates a wide variety of building shapes, intricate paneling, balconies, and exoskeletons.
Generating and exporting textures with Houdini Engine | Alicia Heredia
This talk will revolve around exploring how to generate textures from a high-poly mesh within a Houdini tool for Unreal. Alicia will provide insights into the process of creating a procedural cobweb tool for Unreal Engine that outputs game-ready low-poly meshes with baked textures.
Transferring Facial Animation | Mae van Diesen & Olivier Dral
Facial animation is one of the best ways to bring life to characters, but it can also be very time-consuming. NVIDIA’s Audio2Face allows for a quick facial animation foundation for animators to build on, but its output isn’t optimized for games.
We will be showcasing our Houdini tool that solves this issue by transferring Audio2Face geometry data to game-ready bone animations. It also supports procedural facial rig generation and transfer to a full-body character rig.