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Houdini in AAA Production / Using Procedural Modeling and Kits In the first part of the talk we will go over how we started using Houdini at Ubisoft Paris for our tool creation process, and how it evolved. We will cover how it worked, why it was successful and what to keep in mind. The second part is a more in-depth look into one of the tool categories we created for Ghost Recon Wildlands. In particular we talk about tools to place instances and how this compares to procedural modeling and manual approaches. Procedural opportunism in Watch_Dogs 2 On Watch_Dogs 2, we intensively used procedural methods in world production within the Paris team. This presentation will show how we have done that in the very specific context of co-dev, with an "opportunist" approach respecting the pipeline and the usual methods followed by other studios. Audience will discover how we pushed forward those methods to support world creation but also, world statistics, FX and how we crossed multiple data sources to create "Constraints aware procedural methods", that are at the very heart of World First approach. Everything Procedural is a yearly conference organised by the Games programmes of Breda University of Applied Sciences (BUas). The conference brings together experts and developers in the field of procedural generation and focuses on procedural game content and its application in AAA or innovative games. https://www.everythingprocedural.com/ https://www.buas.nl/en/programmes/cre... https://www.buas.nl/en/programmes/mas...