Skip to content
HomeVideos
AllLongsCategoriesPlaylists
BooksBlogsPodcasts
HistoryListsWatch laterLiked videosFollowing

The videos, books, blogs and podcasts Hacker News keeps recommending, all in one place.

VideosBooksBlogsPodcastsAboutPrivacySettings

Data from Hacker News, HackerTube, HackerBooks, HackerBlogs and Open Library. Credits · Not affiliated with Y Combinator.

HomeVideosBooksBlogsPodcasts
Ctrl K

    Procedurally Crafting Manhattan for Marvel's Spider-Man

    GDC Festival of Gaming

    3 HN recommenders · recommended in 3 months, 2019–2022

    YouTube

    1:07:26 · 89K views · Apr 15, 2019

    GDC 2019 session where Insomniac's David Santiago describes the procedural systems used to build Manhattan for Marvel's Spider-Man. It covers the open-world pipeline and how each system was designed to support iteration and dependencies.

    Recommended as a prime example of large-scale procedural generation used in a shipped AAA game.

    Games & Game DevelopmentGame programming & enginesComputer graphics & renderingGame design
    1. 1:06:05
      Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE UtrechtHoudini99K views • 8 years ago
    2. 26:13
      Animation Bootcamp: An Indie Approach to Procedural AnimationGDC Festival of Gaming787K views • 9 years ago
    3. 31:00
      Exploring the Tech and Design of NoitaGDC Festival of Gaming288K views • 6 years ago
    4. 1:25:34
      8 Bit & '8 Bitish' Graphics-Outside the BoxGDC Festival of Gaming569K views • 9 years ago
    5. 1:06:37
      Destiny's Multithreaded Rendering ArchitectureGDC Festival of Gaming45K views • 10 years ago
    6. 59:47
      Failing to Fail: The Spiderweb Software WayGDC Festival of Gaming570K views • 8 years ago
    7. 58:59
      GuiltyGearXrd's Art Style : The X Factor Between 2D and 3DGDC Festival of Gaming711K views • 11 years ago
    8. 1:00:12
      Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)GameSpot76K views • 15 years ago
    9. 59:38
      8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2GDC Festival of Gaming95K views • 7 years ago
    10. 1:00:27
      1,500 Slot Machines Walk into a Bar: Adventures in Quantity Over QualityGDC Festival of Gaming184K views • 7 years ago
    11. 1:00:34
      Pitfall: A Classic Game PostmortemGDC Festival of Gaming63K views • 10 years ago
    12. 31:07
      Crafting A Tiny Open World: A Short Hike PostmortemGDC Festival of Gaming521K views • 6 years ago
    13. 17:54
      Coding Adventure: Ant and Slime SimulationsSebastian Lague2.2M views • 5 years ago
    14. 40:45
      Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray TracingDigital Foundry915K views • 5 years ago
    15. 1:04:04
      Overwatch Gameplay Architecture and NetcodeGDC Festival of Gaming196K views • 7 years ago
    16. 42:00
      I painted a Landscape with MathematicsInigo Quilez812K views • 4 years ago
    17. 1:02:24
      Will Wright GDC 2005 Spore (The Future of Content) RemasteredZeusmonomon65K views • 6 years ago
    18. 1:05:45
      Classic Game Postmortem - Another WorldGDC Festival of Gaming25K views • 7 years ago
    19. 59:20
      Rendering Tiny Glades With Entirely Too Much Ray MarchingGraphics Programming Conference108K views • 1 year ago
    20. 5:05
      New Voxel Engine Reveal - Crystal Islands ExperimentJohn Lin394K views • 5 years ago

    4 comments from Hacker News

    1. @cptcobaltFeb 2022· in “GTA 6 Confirmed”

      There's a great talk about Procedurally Generating Manhattan for Spiderman that's worth watching and covers things like this: this video If you think this is interesting, all of the Spiderman GDC talks by the various staff of Insomniac Games are S-Tier.

      Strongly recommendsView on HN
    2. @drchewbaccaJun 2019· in “DeepMind Can Now Beat Us at Multiplayer Games, Too”

      I saw an interesting talk about proc gen which was basically saying a lot of studios are moving from hand crafting to procedural tools. For example if you want to fill a park with trees you don't place them by hand, you just specify the density and type of trees and let the computer place them. The advantage is that if you want to reshape the park later you can just click and drag. Then when you are happy you go though and hand craft more content on top. They were saying there is a critical mass where procedural tools feed into procedural tools and a lot of the pipeline is automated, then it becomes extremely cheap to make more content. So back to your point: I think this is where we will see AI more in game dev, it will be as smart tools to empower creators to make stuff more easily. I don't think the AI will make the game, I think it will assist the humans with the creation of it. Here is a talk about Spiderman and how much proc gen they used there this video

      RecommendsView on HN
    3. @rayalezOct 2019· in “One Page Dungeon Generator”

      Looks amazing! Note that the author also has a fantasy city generator: [LINK] And mansion generator: [LINK] If you're into that kind of stuff, there's a world map generator(by different author): [LINK] and this amazing tutorial on generating maps: [LINK] ---- Also, kinda relevant - awesome talks about modern procedural generation techniques(with AI, Houdini, etc): How AI will change 3D industry [LINK] Procedural world generation for Far Cry [LINK] Procedurally generating Manhattan for Spider Man this video Mindblowing talks by Anastasia Opara (using cool math, deep learning, and a lot of creativity to create crazy cool stuff) [LINK] She is the author of the most impressive procedural generation project I've ever seen: [LINK] ---- Also, I myself have made a little tutorial about procedurally generating a 3D landscape in Houdini: [LINK]

      RecommendsView on HN
    4. @rayalezJun 2019· in “Procedural content generation: creating a universe (2015)”

      Somewhat related(okay, not really, but still fun) - awesome talks about modern procedural generation techniques(with AI, Houdini, etc): How AI will change 3D industry [LINK] Procedural world generation for Far Cry [LINK] Procedurally generating Manhattan for Spider Man this video Mindblowing talks by Anastasia Opara (using cool math, deep learning, and a lot of creativity to create crazy cool stuff) [LINK] Procedurally generating 3D landscape in Houdini (a little tutorial I have made, can't resist sharing) [LINK]

      RecommendsView on HN