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Getting Started with Procedural Generation for Game Artists in 3ds Max

In this 3ds Max tutorial, you'll get an opportunity to explore some of the questions and ideas that come up when creating content for procedural games, all the while creating some fun, low-resolution game assets. Software required: 3ds Max 2015, Photoshop CC, Unity 5.0.

Intermediate
1h 49m
(5)

Created by Joshua Kinney

Last Updated Jul 31, 2021

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  • Course

Getting Started with Procedural Generation for Game Artists in 3ds Max

In this 3ds Max tutorial, you'll get an opportunity to explore some of the questions and ideas that come up when creating content for procedural games, all the while creating some fun, low-resolution game assets. Software required: 3ds Max 2015, Photoshop CC, Unity 5.0.

Intermediate
1h 49m
(5)

Created by Joshua Kinney

Last Updated Jul 31, 2021

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What you'll learn

In this 3ds Max tutorial, you'll get an opportunity to explore some of the questions and ideas that come up when creating content for procedural games, all the while creating some fun, low-resolution game assets. Procedural games are becoming more and more prominent in the games industry today. Procedural games have lots of advantages--no playthrough is exactly the same as the last, and environments can be designed completely by code. While a lot of the hard work comes from the programmer to create the rules in which worlds are generated, there are some very serious guidelines that we have to follow as game artists. So by the end of this 3ds Max training, you'll know where to start on how to create 3D content for procedural games in Unity. Software required: 3ds Max 2015, Photoshop CC, Unity 5.0.

Getting Started with Procedural Generation for Game Artists in 3ds Max
Intermediate
1h 49m
(5)
Table of contents

About the author
Joshua Kinney - Pluralsight course - Getting Started with Procedural Generation for Game Artists in 3ds Max
Joshua Kinney
137 courses 4.5 author rating 2798 ratings

Joshua is a devoted games author at Pluralsight. For years Joshua was a key author behind Digital-Tutors' (now a Pluralsight company) popular game engine training. As a kid, he had a passion for playing video games, which eventually developed into a fascination with the process of game creation. The question of "How'd they do that?" led Joshua on a quest to learn to make these games himself. Ever since then, Joshua has devoted his life to creating games, as well as teaching others to build their own fantastic video games.

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