Kate Compton - Practical Low Effort PCG: Tracery and data oriented PCG authoring @roguelikecelebration
Kate Compton - Practical Low Effort PCG: Tracery and data oriented PCG authoring  @roguelikecelebration
Uploaded February 2021 | Updated September 2026, 11 hours ago
This talk is from the 2016 Roguelike Celebration: roguelike.club/event.html, re-uploaded 2021.

Procedurally generated content is great, but writing so much custom code becomes unwieldy and too many great projects die tangled-up in long chains of if-statements. Tracery, a popular and newbie-friendly generation tool, can keep data for procedural content generation separate from the gameplay code, while still generating neat stuff. The creator of Tracery demos a few neat tricks (no-hassle reskinning of RPGs and more!) and shows some hard-earned lessons for how keeping your data and code separate can make projects clean, maintainable, and fun to build.

Kate Compton is a long-time Procedural Content Generation (PCG) practitioner. She wrote the first paper on procedural platformer levels, generated the planets for Spore, and wrote the latest SimCity fire system. She is now a PhD candidate at UC Santa Cruz developing artificial intelligence to augment human creativity with generative art. She likes laser cutting, 3D printing, artbots, twitterbots, and baking.
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Kate Compton - Practical Low Effort PCG: Tracery and data oriented PCG authoring

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