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It’s been a long while since we’ve heard from the lead behind Hello Games’ controversial open-universe survival game No Man’s Sky. By now, you’d be hard-pressed to find a gamer who hasn’t on some level heard about the enormous backlash that game got from the public after its release showed the game to be a superficial game that lacked many of the features fans were promised to expect in the game. The notable post-release silence from No Man’s Sky lead Sean Murray, however, is set to be broken at next month’s Game Developer Conference in San Francisco.

This lecture will center around the use of the maths involved in creating No Man’s Sky‘s procedurally generated planets and wildlife.

No Man’s Sky‘ is a science fiction game set in a near infinite procedurally generated universe. This lecture will describe some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics. It also focuses on creating and testing an infinite environment with small team, in particular programmer generated worlds and art.

People who were hoping to get a chance to ask Murray about the problematic launch of the game will most likely leave the lecture disappointed. The main focus of this lecture is to teach small developers how to create content with procedural generation, from generation to population of a planet.

The Game Developers Conference is a yearly conference that puts small developers in contact with notable or otherwise successful developers with the intent to spread knowledge on game development. The GDC manages to attract over 27,000 people a year spread out over hundreds of lectures and panels by industry professionals. This conference also plays host to the annual Independent Games Festival where independent developers can show off their new games.

What do you think of Murray’s appearance at the Game Developers Conference? Let us know in the comment section down below!

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Chris Anderson

Assoc. News Editor

I've been playing games since I was just barely able to walk, and I never really stopped playing them. When I'm not fulfilling my duties as senior staff writer and tech reviewer, I'm either working on music, producing one of two podcasts or doing freelance work.

  • BurntToShreds

    I’m pretty sure people want a clearly laid-out content roadmap for your disappointing game rather than a math lecture, Sean.

  • Casey

    Terrific! Now Sean Murray can teach other developers how to make overhyped, disappointing, boring, and unfinished games!
    Only thing is, we already have steam greenlight and early access.

  • Wasn’t the procedural stuff in NMS, like the rest of the game, kinda janky?

    Like some of those creatures I saw it popping out were fucked up.

  • Chris Anderson

    I know it’s cool to hate on them (and for very good reasons), but you’ve got to understand that this isn’t some panel for the fans. This is the GDC, and his talk is about their procedural generation algorithm that, while certainly flawed, is still a very interesting technique that devs want to use and perfect.

  • “Life, uh, finds a way.”

  • BlueBoomPony

    Well, it’s perfectly valid to have less than charitable feelings toward him, but fair point. As I’m dabbling in writing a 2D procedural game, I would actually like to see the lecture. For example, is there anything other than friggin Perlin noise to use? I’d like a larger toolbox of coherent noise techniques.

  • Inquiring

    Why would anyone even want a talk from him about the maths? The algorithm, which his studio did not even come up with, is clearly primitive and rather crappy at world gen. Every world just consists of perlin noise for the land and water, its pathetic.