Procedural content generation is a well-known gaming industry method: images and virtual spaces are automatically generated from algorithms, with users potentially playing a role. The self-generating nature brings unforeseen possibilities. In GAME RULES, young game developers and artists Oskar Stålberg and Anastasia Opara, present several examples.

Programmer and artist Oskar Stålberg combines self-generating algorithms with beautiful manually designed content. Stålberg’s illustrated modules form the starting point for infinite  virtual environments. Brick Block is literally about building up and breaking down architectural forms. Planet invites the player to create an earth-like world.

Anastasia Opara is fascinated by the relationship between computers and art. Instead of brushes, she uses algorithms. According to Opara, art is often regarded as a very ‘human’ skill, so she considers it a challenge to translate the human aspect of art to the computer. Her animated geometric loops are an ode to the beauty of mathematics. 

Oskar Stålberg (SE) graduated from The Game Assembly in Malmö in 2012. He has worked for Ubisoft Massive and digital product studio UsTwo. He is currently heading development of Bad North, a procedurally generated computer game about Vikings. 

Anastasia Opara (RU) graduated from the games program at NHTV Breda University of Applied Sciences. She is currently working at Electronic Arts' multidisciplinary research department SEED (Search for Extraordinary Experiences). 

The presentation GAME RULES was developed in collaboration with NHTV Breda University of Applied Sciences as part of the Everything Procedural Conference on 25 April 2018.