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Real-life Dungeon Generation - procedural generation in architectural design

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Paul Jeffries

on 4 April 2014

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Transcript of Real-life Dungeon Generation - procedural generation in architectural design

Real-life 'Dungeon Generation'
Procedural Generation in Architectural Design
IRDC 2012
Paul Jeffries
www.vitruality.com

By Night: Hobbyist Game Maker
By Day: Structural Engineer and Leader of
Arup Associates Parametric Design Unit
Danish Pavillion
Shanghai 2010 Expo
Bjarke Ingels Group
& Arup AGU
Procedural Generation
What is it?
"content generated algorithmically rather than manually"
Olympic Orbit
London 2012
Anish Kapoor
& Arup AGU
StaG
Stadium Generator
Arup Associates Parametric Design Unit
Case Studies
Architecture
Games
"Parametric/
Computational/
Algorithmic Design"
"PCG/ Dungeon Generation"
Aims
Reduce manual asset creation, increase variety for players
Reduce manual asset creation, increase quality and rigor of designs
What I do
Drivers
Random Number Generator
Architect
Determine a set of rules that translate a set of simple inputs into a complicated geometric model which contains all the information you need and
works
.
Problem
(Typically)
Use in Architecture
Patterning
Relational Modelling/Parametrics
Meta-Patterning
[ALL GRAPHICS ARE CRAPPY PLACEHOLDERS!]
Full transcript