Procedural / Generative / Modular - Grow Yourself a Game (Part 3 of 4)
When programmer art sucks and real artists do everything with ten million polys, how can a lone coder get anything done! In this talk Tom will show how a procedural & generative methods can help drive content production and game design in engines like Unity. Tom shows a number of his own projects and prototypes where modular and generative design have helped overcome the problems of content production.
Tom Betts, aka Nullpointer, is an artist, academic, coder and gamer. He’s been a lecturer, designer, published musician, professional artist, warlock…. but right about now he is working on his Phd about the sublime in digital games and he’s also head coder at Big Robot where he has worked on a game for Channel4, his own puzzler Avseq and future releases, hunted/lodestone . Hes exhibited digital artworks and performed at international venues such as Sonar, ZKM, Lovebytes, FACT and has done professional design/coding for Tate, the V&A and the Southbank Centre. He likes code, shambling music, drinking coffee, watching films where nothing much happens and is trying to grow a beard.