Procedural Vegetation in AAA Games

Björn Henriksson
Studio Technical Art Director

About Björn

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.

Talk description

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