More News

continued from news

December 17, 2008
Article identifies procedural generation of narrative as one of the top trends of 2008.

November 25, 2008
Video developer diary of the use of dynamic weather in Stoked, an "open world" snowboarding game.

November 25, 2008
Article by Intel on procedural fire generation.

November 21, 2008
Blog entry by Gabe Newell on procedural narrative.

November 18, 2008
From .kkrieger to debris. - Procedural Content Generation Taken to Extremes using werkkzeug.

Article by Dominic Guay on the importance of procedural content generation.

Slashdot article on procedural content generation.

November 15, 2008
Hands on with Love.

November 5, 2008
Interview with Jean-Francois Lévesque on fire propagation in Far Cry 2.

September 10, 2008
Interview of Clint Hocking on Far Cry 2 and narrative design.

September 1, 2008
Preview of Hinterland.

August 30, 2008
Article on pitfalls of random level design in Wordscraper.

August 28, 2008
Release of further Spore prototypes: WaterBoy and GonzagoGL.

August 27, 2008
Report by demoscene veteran Simon Carless of Nvidia's Nvision at San Jose.

August 12, 2008
Announcement of the International Roguelike Development Conference 2008.

August 8, 2008
Preview of Borderlands.

June 12, 2008
Interview with Chris Beatrice and designer Jeff Fiske about Hinterland.

Footage of first 25 minutes of S.T.A.L.K.E.R.: Clear Sky.

June 11, 2008
Interview with John Needham about Champions Online.

July 3, 2008
Interview of Will Wright about Spore.

July 1, 2008
Preview of Spore game-play.

June 29, 2008
Screen shots of Love.

Interview with Soren Johnson, one of the designers of Spore.

June 28, 2008
Comments by Jay Wilson, lead designer of Diablo III

June 27, 2008
Keynote by Chaim Gingold, former lead designer of Spore on Magic Crayon approach to design.

June 26, 2008
Video of game-play from Far Cry 2.

Rescue: The Beagles wins the TIGSource Procedural Generation Competition.

June 24, 2008

Interview of Lucy Bradshaw, executive producer of Spore.

Video of game-play from Left4Dead.

Interview of Gabe Newell on AI director in Left4Dead.

June 23, 2008

Demo of Obulis released.

June 18, 2008

Interview with Steven Peeler, creator of Depths of Peril.

June 17, 2008

Interview with Oleg Yavorsky, PR director for S.T.A.L.K.E.R.: Clear Sky.

Spore Creature Creator released.

June 13, 2008

More coverage of the TIG Source PCG Competition.

June 12, 2008

Coverage of MMORPG Tycoon.

Videos of Spore's creature creator.

June 5, 2008

Preview of S.T.A.L.K.E.R.: Clear Sky.

June 3, 2008

Preview of Spore's creature creator.

Preview of Far Cry 2.

June 2, 2008

Soundtrack to Weird Worlds: Return to Infinite Space released.

Media from Spore's tribal phase.

Conclusion to the TIG Source Procedural Content Generation Competition.

Demo for Depths of Peril released for Mac OSX.

June 1, 2008

Article argues that Atari's signature elements include 'An emphasis on procedural content as opposed to hard content'.

May 30, 2008

Video of procedural sky, dynamic weather and fire propagation in Far Cry 2.

May 29, 2008

Article on Far Cry 2 using World Machine to create a non-specific Africa.

Media from Spore's creature phase.

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