Sergio Garces: Procedural 3D environments on a budget

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Published on ● Video Link: https://www.youtube.com/watch?v=6U8c6hbVJLY



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I will discuss how to populate a procedurally-generated roguelike with 3D art, when you don't have millions to spend on 3D artists or years to code advanced techniques (this is not No Man's Sky).

What content do you need and where do you find it? How do you incorporate it into your game? How do you make it look good and perform well?

My experience releasing Mech Armada using Unreal Engine will serve as a guide to find answers.

Lead-in music generated by Sonat Uzun.