Dejobaan to speak on procedural content generation at MIGS 2012
Ichiro Lambe of Boston studio Dejobaan will speak about Procedural Content Generation (PCG) on November 14th at the 2012 Montreal International Game Summit. The Procedural Content Generation wiki defines “PGC” thusly:
Procedural content generation (PCG) is the programmatic generation of game content using a random or pseudo-random process that results in an unpredictable range of possible game play spaces.
It’s both the Holy Grail and flying car of video games — a panacea always 5 years off. What’s the hold-up, why will PCG be vital to us over the next 10 years, and why should you be thinking more seriously about it in your game design? Dejobaan has used PCG within its award-winning 2009 indie title, AaaaaAAaaaAAAaaAAAAaAAAAA!!! — A Reckless Disregard for Gravity, and has been developing techniques for its upcoming, entirely procedurally-generated Drop That Beat Like an Ugly Baby.