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Procedurally Crafting Manhattan for 'Marvel's Spider-Man'

David Santiago  (Principal Technical Artist, Insomniac Games)

Location: Room 2001, West Hall

Date: Thursday, March 21

Time: 10:00am - 11:00am

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Visual Arts, Programming

Format: Session

Vault Recording: Video

Audience Level: All

There is much discussion on managing the scope and implementation of procedural systems so that their final output may benefit from manual polish. The presentation describes the open world pipeline of 'Marvel's Spider-Man' and how each procedural system was originally designed to support iterations, and dependencies. Of course, the reality of production provided a larger set of tasks for procedural systems. These dependent elements and areas of the game were in vastly different stages of completion and created parallel pipelines. Insomniac's resulting procedural systems were used to author, modify and monitor much more content than planned. The anticipated and unforeseen challenges became success stories and have laid a road-map for future projects.


Attendees will learn how to design a pipeline with integrated procedural systems. This session presents details of design and implementation of several procedural systems and explore a few approaches developed to handle large numbers of changing dependencies. David Santiago will show how artist and designer familiarity with procedural systems spawned new, more efficient solutions for production challenges.

Intended Audience

This talk is for those interested in creating a large, open world game using procedural systems. It is informative to artists, designers, gameplay programmers and production management. There are no prerequisites.