{"id":92183,"date":"2019-04-18T22:21:00","date_gmt":"2019-04-18T22:21:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/341095"},"modified":"2019-04-18T22:21:00","modified_gmt":"2019-04-18T22:21:00","slug":"video-procedurally-creating-manhattan-for-marvels-spider-man","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/04\/18\/video-procedurally-creating-manhattan-for-marvels-spider-man\/","title":{"rendered":"Video: Procedurally creating Manhattan for Marvel&#8217;s Spider-Man"},"content":{"rendered":"<p>Efficiently managing the scope and implementation of procedural systems is tricky business, but Insomniac Games did just that during development of its 2018 open-world hit&nbsp;<em>Marvel&#8217;s Spider-Man<\/em>.&nbsp;<\/p>\n<p>At GDC 2019 earlier this year, Insomniac&#8217;s David Santiago gave attendees a behind-the-scenes look at the&nbsp;open world pipeline of <em>Marvel&#8217;s Spider-Man<\/em>, showcasing how each procedural system was originally designed to support iterations&nbsp;and dependencies.<\/p>\n<p>Of course, the reality of producing a &#8220;procedurally-authored open world&#8221; that also looks like real-life Manhattan&nbsp;provided a larger set of tasks than the team had anticipated.&nbsp;Insomniac&#8217;s resulting procedural systems were used to author, modify and monitor much more content than planned, and in his talk (now <a href=\"https:\/\/www.youtube.com\/watch?v=4aw9uyj9MAE\">available to watch for free<\/a> on the official GDC YouTube channel)&nbsp;Santiago explained how the anticipated and unforeseen challenges became success stories and have laid a road-map for future projects.<\/p>\n<p>In addition to this presentation, the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>&nbsp;and its accompanying&nbsp;<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>&nbsp;offers numerous other free videos, audio recordings, and slides from many of the recent&nbsp;<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC&nbsp;already have full access to GDC Vault, and interested parties can apply for the individual subscription via&nbsp;<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can&nbsp;<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Efficiently managing the scope and implementation of procedural systems is tricky business, but Insomniac Games did just that during development of its 2018 open-world hit&nbsp;Marvel&#8217;s Spider-Man.&nbsp; At GDC 2019 earlier this year, Insomniac&#8217;s David Santiago gave attendees a behind-the-scenes look at the&nbsp;open world pipeline of Marvel&#8217;s Spider-Man, showcasing how each procedural system was originally designed [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":92184,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-92183","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/92183","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=92183"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/92183\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/92184"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=92183"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=92183"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=92183"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}