







In this 2019 GDC Math for Game Developers session, Freehold Games' Brian Bucklew & Jason Grinblat do an end-to-end walk-through of the systems used to generate villages in Caves of Qud, which include their own histories, cultures, architectural styles, storytelling traditions, NPCs, and quests. Register for the all-digital GDC 2021: https://gdconf.com/passes-prices?_mc=sm_x_3pvr_un_x_gdcsf_x_x-yt-gdc21 Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
End-to-End Procedural Generation in Caves of Qud
Building Games That Can Be Understood at a Glance
Integrating Narrative into Game Design: A Portal Post-Mortem
IRDC US 2015 - Brian Bucklew, Data-Driven Engines of Qud and Sproggiwood

Building games that can be understood at a glance
Building games that can be understood at a glance - Zach Gage, GDC 2018
Procedural Waterfall Generation Tool! Demo & Technical Breakdown
Herbert Wolverson - Procedural Map Generation Techniques
| Norfolk Developers Conference 2026
Talks on language, business, methodology, & game development. Join us for two days of development goodness at The Kings' Centre.

Experimental Games Showcase
The Experimental Game Workshop Showcase, which featured games like 'Baba Is You', 'The Longing', 'Braid', 'Untitled Goose Game' and 'Katamari Damacy', is back for its 24th year at GDC! In this fast-paced, game-packed session, panelists will...
Mote: An Interactive Ecosystem Simulation — Peter Whidden
UI design is fun! (inspirational ways of looking at UI, and discussing how to better understand UI’s place in game design…) – The Candybox Blog
This post is an extended writeup of what would have been my GDC2020 talk. Since the conference has been postponed I’m sharing parts of this talk as a blogpost (I elaborated on what would have been my talk. This post is much longer).

Bridges and Scenery for Cadaver Caverns | Gruesome Gulch | GGRR 20
How Nintendo Solved Zelda's Open World Problem
Dungeons & Dragons

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