No Man's Sky: How I Learned to Love Procedural Art
""Procedural"" is a bit of a buzzword at the moment, but what does it actually mean? A tiny team of artists at Hello Games is using procedural technology to create the infinite worlds of No Man's Sky, and in this GDC 2015 talks, Art Director Grant Duncan describes their procedural journey so far, as well as show the tools and techniques they've used to bring technology and art together far closer than he ever imagined.

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The Art Direction of No Man's Sky

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Building Worlds in No Man's Sky Using Math(s)

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The Problem With Procedural Generation

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Introduction to PCG Workflows in Unreal Engine 5 | Unreal Fest 2023

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Continuous World Generation in No Man's Sky

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70 Rapid-Fire Questions About No Man's Sky

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Something is jamming GPS over Europe. Here's what we found

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How I Learned Procedural Generation

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50 Game Camera Mistakes

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8 Bit & '8 Bitish' Graphics-Outside the Box

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Sean Murray Tells You Everything in No Man's Sky Beyond

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Psychologist Proves We Are Living In A Simulation | Donald Hoffman

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The Sound of No Man's Sky

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GDC 2016 Practices in Procedural Generation

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End-to-End Procedural Generation in Caves of Qud

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Interior Design and Environment Art: Mastering Space, Mastering Place

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Karma Just Hit Adobe. Hard.

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No Man's Sky: The Complete History

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How Games Are Made: SOUND DESIGN

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