Procedural Vegetation in AAA Games
Studio Technical Art Director
With education a mixture between Computer Graphics and Mathematics I started of with 8 years as VFX artist in movie industry including titles such as Harry Potter, 2012 and Hellboy II. Now 7 years in games, I’m responsible for technical side of in art production on DICE.
Game worlds is becoming ever larger and more complex to create and manage. This leads to a need for stronger tech and tools and a wide range of techniques to facilitate a process that needs to be not just efficient but fun and creative. In this presentation we show how stringing together technical components like proceduralism and machine learning can form a creative workflow for vegetation placements.
Hometown: Stockholm, Sweden