Video games using procedural generation

Due Process (video game)

Due Process is an online multiplayer tactical first-person shooter video game developed by American studio Giant Enemy Crab, and published by Annapurna Interactive released into early access on November 4, 2020. The game's core revolves around teamwork and communication, allowing players to draw a "playbook" during the planning phase onto the hand-curated, procedurally generated maps. The visuals are inspired by '90s arcade light gun games, such as Time Crisis, and it is set in a cyberpunk dystopia. Due Process is currently only available for Microsoft Windows. Closed alpha testing started in 2019. (Wikipedia).

Due Process (video game)
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The Creativity of Indie Video Games | Off Book | PBS Digital Studios

Viewers like you help make PBS (Thank you 😃) . Support your local PBS Member Station here: http://to.pbs.org/Donateoffbook The video game industry is now bigger than Hollywood, with hundreds of millions of dollars spent developing these interactive experiences. But there are also small-sc

From playlist What Is Creativity?

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The Content Conundrum - Why So Many Games Feel Generic - Extra Credits

Procedurally generated content seems like a really appealing route for a lot of indie developers--it's what AAA game studios are doing, and it seems to protect game balance! But often times it's worth the extra effort to craft a few handmade pieces, even at the risk of "breaking" the game.

From playlist Extra Credits: Game Design

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Content Curation - Why Digital Game Stores Are So Selective - Extra Credits

We discuss the various design considerations that go into running a digital games storefront, from functionality to relevancy, and shed some light on the game certification process for consoles in particular. Follow us on Instagram: http://bit.ly/ECisonInstagram Subscribe to Extra Credits

From playlist Extra Credits (ALL EPISODES)

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Best Production Practices for Casual Games | Session 02 | #gamedev

Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su

From playlist Best Production Practices for Casual Games

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Best Production Practices for Casual Games | Session 03 | #gamedev

Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su

From playlist Best Production Practices for Casual Games

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Best Production Practices for Casual Games | Session 05 | #gamedev

Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su

From playlist Best Production Practices for Casual Games

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12 - Technology

Student Lecture about Technology in Serious Games

From playlist 2021 - IMT4307 - Serious Games

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Top Programming Languages For Game Development 2021 | Programming Language For Games | Simplilearn

In today's video on the top programming languages for game development 2021, we take a look at how much games and esports culture have risen in the past decade. The many aspects of game development are explained individually while learning about the top 5 programming languages for games. W

From playlist Python Programming Tutorials đŸ”„[2022 Updated]

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Best Production Practices for Casual Games | Session 04 | #gamedev

Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su

From playlist Best Production Practices for Casual Games

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RailsConf 2021: Scaling Rails API to Write-Heavy Traffic - Takumasa Ochi

Tens of millions of people can download and play the same game thanks to mobile app distribution platforms. Highly scalable and reliable API backends are critical to offering a good game experience. Notable characteristics here is not only the magnitude of the traffic but also the ratio of

From playlist RailsConf 2021

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Gilles PagĂšs: Optimal vector Quantization: from signal processing to clustering and ...

Abstract: Optimal vector quantization has been originally introduced in Signal processing as a discretization method of random signals, leading to an optimal trade-off between the speed of transmission and the quality of the transmitted signal. In machine learning, similar methods applied

From playlist Probability and Statistics

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The Computer Chronicles - Consumer Electronics Show (1993)

Special thanks to archive.org for hosting these episodes. Downloads of all these episodes and more can be found at: http://archive.org/details/computerchronicles

From playlist The Computer Chronicles 1993 Episodes

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Best Production Practices for Casual Games | Session 09 | #gamedev

Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su

From playlist Best Production Practices for Casual Games

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GTAC 2013: Testing for Educational Gaming and Educational Gaming for Testing

http://g.co/gtac2013 Slides: http://goo.gl/wb3nm Tao Xie, North Carolina State University This talk presents Pex4Fun (http://www.pexforfun.com/), which leverages automated test generation to underpin automatic grading in an online programming system that can scale to hundreds of thousand

From playlist GTAC 2013

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Order Within Chaos: How this game creates a fractal | Summer of Math Exposition #1

How does a seemingly random universe create something seemingly concrete and certain? In this video, we will unpack the reasoning behind this phenomena, while exploring the field of fractals. Chapters: 0:00 Introduction 0:25 The Chaos Game 1:44 Sierpinski's Triangle 3:14 Self-simil

From playlist Summer of Math Exposition Youtube Videos

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Best Production Practices for Casual Games | Introduction | #gamedev

Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su

From playlist Best Production Practices for Casual Games

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Multithreaded Python without the GIL

CPython’s “Global Interpreter Lock”, or “GIL”, prevents multiple threads from executing Python code in parallel. The GIL was added to Python in 1992 together with the original support for threads in order to protect access to the interpreter’s shared state. Python supports a number of way

From playlist Python

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Simple Fog In Unity

Distance fog is a simple technique that goes a long way in terms of accentuating distance and obscuring tricks you don't want seen, other than just being aesthetically appealing. In this video we go over a simple image effect and fragment shader fog implementation. Twitter: https://twitte

From playlist Paltry Programming

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Best Production Practices for Casual Games | Session 07 | #gamedev

Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su

From playlist Best Production Practices for Casual Games

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TechTalk: Toshi Omagari - Arcade Typography

Toshi Omagari is a typeface designer originally from Japan, but now living and working in London.  Winner of numerous design awards, Mr Omagari has a passion for fonts and a particular appreciation for those found in arcade games. In 2019 Toshi released Arcade Game Typography, a book conta

From playlist TechTalks

Related pages

Procedural generation