Archive notice: This article was originally published on 14 July 2020. It has been translated into English and lightly edited for clarity while preserving its historical context.
Procedural production for realtime worlds
Nikolay Marinov wrote his thesis at the University of Coimbra’s Faculty of Science and Technology. The 80-page paper examines procedural distribution and generation of 3D assets in realtime environments, with an emphasis on AAA game production.
Automation and production cost
The work considers how studios use procedural methods to automate parts of the asset pipeline and control production cost. It also discusses examples beyond games, including the Russian science-fiction film Attraction.
Readers applying the research should test its assumptions against current engines, asset standards and team structures, since realtime pipelines have changed substantially since 2020.