Jaap van Muijden describes the GPU based procedural placement system that dynamically creates the world of Horizon Zero Dawn around the player. Not limited to just rocks and trees, the procedural system assembles fully-fledged environments while the player walks through them, complete with sounds, effects, wildlife and game-play elements. Van Muijden shows the entire pipeline, from the graph editor where artists can define the procedural placement rules to the GPU algorithms that create a dense world around the player on the fly. He demonstrates the power of this procedural approach by showing how painting in a tree line and redirecting roads can be just as easy as moving mountains and changing a desert into a tropical swamp.
GPU based Procedural Placement in HZD
Video
Additional GDC Presentations:
Creating a tools pipeline for Horizon Zero Dawn
Player traversal mechanics in the vast world of Horizon Zero Dawn
Some Screens & Gifs
This is a good read. The game is a good example of how the Procedural generation is changing the video game development. We can look forward to similar tech in big AAA games likes Star Citizen as well.
Thanks Mods for fixing the CAPS