About the talk
In Prologue, we use machine learning to generate realistic landscapes in seconds on a player’s GPU. In this talk I’ll explore the pitfalls, risks and opportunities of using ML for landscape generation, and how we use a combination of level design, PCG and ML to create a resilient and varied world generation system.

Takeaway
– What are the costs/benefits/risks/opportunities of using ML to generate landscapes
– How best to work in a game team implementing an ML system An understanding of latent space methods, ideally enough to think about
– How they could be used in other projects

Experience level needed: Beginner, Intermediate, Advanced