The latest iteration in EA's snowboarding franchise uses procedural techniques to generate mountains and tracks. In fact, almost 80% of the SSX pipeline is achieved entirely procedural, creating 300 tracks on budget for 10. This interview with Caleb Howard will dig into how it's done, and how you can take it to 100% in your game.Caleb Howard
Here's a specialized format for you to download and play offline via a portable player:
Procedural Generation of Mountains and Tracks in SSX — Video Caleb Howard, Alex J. Champandard Download MOV (QuickTime) or WMV (Media Player)
The MP3 file below is better quality than the streaming video above, and is a perfect candidate for listening to via a portable player (96 Kbps). The OGG file is the highest quality of all (128 KBps). You can download them both here:
Procedural Generation of Mountains and Tracks in SSX — Audio Caleb Howard, Alex J. Champandard Download MP3 or OGG
The slides used for the presentation itself can be downloaded from here for further study:
If you have any questions feel free to post them below, or in the forum thread associated with this post!