Hi everyone, I stumbled across a neat GDC talk about procedural content generation. It is from Grant Duncan, the art director of Hello Games (it is this small studio that makes No Man's Sky). I post this here, because long time ago, there was this discussion in the PA forum about procedural content generation, and how it will always end up being boring. Well, it looks like if you use the right tools, and - probably more important - you have an art director, it not necessarily ends up being a random content soup. How I Learned to Stop Worrying and Love Procedural Art
you could have easily posted this in the games thread. We talk about no man's sky plenty there. I'm not quite sure who said procedural was inferior, but it sure as heck wasn't me.