Bruno Dias - Procedural Text in Voyageur

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Published on ● Video Link: https://www.youtube.com/watch?v=UGPkEWqwSAY



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This talk is from the 2016 Roguelike Celebration, re-uploaded in 2022.

Procedurally generating prose requires different considerations and techniques than many other types of procedural generation; language is difficult to simplify, but has huge potential for perceptual uniqueness.. Bruno Dias talks about the methods he used in Voyageur, his literary space exploration role-playing game set in a procedural galaxy.

Bruno Dias is currently a writer-designer at Failbetter Games. In the past he has worked on Neo Cab, Pathologic 2, Voyageur, and Where the Water Tastes Like Wine.




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Tags:
roguelike celebration
videogame
procgen
procedural generation
game design
game development