Remove AI Remove Concepts Remove Terrain
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Scaling Art Production for Live-Service Games: Challenges, Innovations, and Future-Ready Pipelines 

iXie gaming

AI-driven tools to speed up repetitive tasks like UV mapping and texture generation. Manual handoffs between concept artists, modelers, and animators. (ii). Cloud-based asset management, procedural generation, and AI-driven automation are helping studios eliminate unnecessary delays and optimize workflows. Key solutions: (i).

Art 52
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RP4K Teacher Profiles: Gabriel Dibenedetto

Real Programming

Gabe develops models of worlds powered by the coding language C++ to test and simulate how rugged electric vehicles would handle the terrain. Imagine, car companies can do preliminary tests to measure how a new vehicle concept will perform even before building a prototype! The vehicles he programs also operate under the same rules.

Code 98
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GenoTerra - The finished prototype.

Mnenad

But before I explain the narration, I want to jump back in time when I started building the endless terrain generator. At that time, I wanted to make use of the fact that the terrain was procedurally generated and I could make big changes in the topography by just slightly tweaking some variables according to my needs.

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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

The conversation shifted from the nuances of game development to the larger, looming concept of the “metaverse.” With AI technologies making rapid strides, and the information age turning students into consumers wanting immediate answers, there’s an urgent need to adapt. The future remains uncertain.

Indy 105
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Rebalancing Cogmind

Grid Sage Games

This aligns with the concept that although Exiles prototypes are meant to be very good, they’re also usually flawed in some way, such as eventually breaking down, blowing up in your face, or something in between :P. so I’m all for changing something like this. BREAKING: Renaming Leads to New Mechanics.

Balance 52
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The Depth Project

Game Design Advice

I want to know if there is some specific structural quality that is shared by Chess and Go and Poker and Bridge and Magic: the Gathering, some recognizable topological feature of their state space terrain. A key concept in addressing this question is the idea of the skill chain , as articulated in Characteristics of Games , by Elias et al.

Feature 40
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We Dwell in Possibility as queer gardening simulation

Radiator Blog

Naked simulated AI people ("peeps") arrive and flow across the terrain. In her excellent book Narrative As Virtual Reality , Marie-Laure Ryan outlines some common understandings of virtual: virtual as "digital": inspired by computer concepts like virtual memory. Was Theseus the mouse "intelligent", are my peeps "intelligent"?