Procedurally Generating Manhattan for Marvel's Spider-Man
Did you know that Spider-Man's Manhattan is actually procedurally generated? For this episode of Artifacts, I dig into the procedural workflow adopted by Insomniac Games to help speed up production of the thousands of buildings, roads, alleyways and more.
Don't forget to catch my other video on the AI of Marvel's Spider-Man:
https://youtu.be/KVUh6vPFN4k
Plus read this episode if you like over on Substack:
https://open.substack.com/pub/aiandgames/p/how-manhattan-is-built-using-procedural
[00:00] Intro
[01:08] Spider-Man's Manhattan
[04:19] Tiles for Miles
[06:30] Procedural Workflow
[09:45] Supporting Web-swinging
[12:43] City That Never Sleeps
[16:45] Closing
The following talks were used as part of my Spider-Man episodes, you might enjoy digging into these to find out more information:
"Marvel's Spider-Man: AI Postmortem", Adam Noonchester, GDC 2019
"Building Traversal in Marvel's Spider-Man", Doug Sheahan, GDC 2019
"Conquering the Creative Challenges in Marvel's Spider-Man", Bryan Intihar, GDC 2019
"Marvel's Spider-Man: A Technical Postmortem", Elan Ruskin, GDC 2019
"Marvel's Spider-Man, meet Houdini", David Santiago, GDC 2019
"Procedurally Crafting Manhattan for Marvel's Spider-Man", David Santiago, GDC 2019
"Building New York in Marvel's Spider-Man: It's Still Just Level Design", Josue Benavidez, GDC 2019
"Marvel's Spider-Man: Procedural Lighting Tools" Xray Halperin, GDC 2019
"Marvel's Spider-Man: A Deep Dive Into the Look Creation of Manhattan", Matt McAuliffe, Brian Mullen and Ryan Benn, GDC 2019
Music in this episode is from the Marvel's Spider-Man Miles Morales soundtrack by John Paesano.
Credits stinger is by @BenRidgeMusic
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