Jaap van Muijden describes the GPU based procedural placement system that dynamically creates the world of Horizon Zero Dawn around the player. Not limited to just rocks and trees, the procedural system assembles fully-fledged environments while the player walks through them, complete with sounds, effects, wildlife and game-play elements. Van Muijden shows the entire pipeline, from the graph editor where artists can define the procedural placement rules to the GPU algorithms that create a dense world around the player on the fly. He demonstrates the power of this procedural approach by showing how painting in a tree line and redirecting roads can be just as easy as moving mountains and changing a desert into a tropical swamp.
Dan Sumaili & Sander van der Steen, Game Developers Conference 2017, San Francisco, 2 March 2017
Tags: Horizon Zero Dawn, guerrilla, tools, pipeline, Game Developers Conference, gdcDan Sumaili and Sander van der Steen explain how Guerrilla defined and implemented a framework that would provide a robust basis of functionality.
Paul van Grinsven, GDC 2017, San Francisco, 2 March 2017
Tags: Horizon Zero Dawn, Player Traversal Mechanics, Mechanics, gdc, Game Developers ConferencePaul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments.