Uploaded July 2022 | Updated September 2026, 1 day ago
This talk is from the 2016 Roguelike Celebration, re-uploaded in 2022.
Procedurally generating prose requires different considerations and techniques than many other types of procedural generation; language is difficult to simplify, but has huge potential for perceptual uniqueness.. Bruno Dias talks about the methods he used in Voyageur, his literary space exploration role-playing game set in a procedural galaxy.
Bruno Dias is currently a writer-designer at Failbetter Games. In the past he has worked on Neo Cab, Pathologic 2, Voyageur, and Where the Water Tastes Like Wine.
This talk is from the 2016 Roguelike Celebration, re-uploaded in 2022.
Procedurally generating prose requires different considerations and techniques than many other types of procedural generation; language is difficult to simplify, but has huge potential for perceptual uniqueness.. Bruno Dias talks about the methods he used in Voyageur, his literary space exploration role-playing game set in a procedural galaxy.
Bruno Dias is currently a writer-designer at Failbetter Games. In the past he has worked on Neo Cab, Pathologic 2, Voyageur, and Where the Water Tastes Like Wine.










