Alt click on a node connection automatically disconnect it from the other nodes. And there is some nodes which can be easily summoned by pressing a key and clicking at the same time. Like B+click will place a branch, and S+click a sequence.
If you're willing to compile it, Aseprite is a great option as well.
check my website for the latest tips - always updating with new content!
During GDC 2017 Jaap van Muijden from Guerrilla Games did a little presentation, talking about the ‘GPU based procedural placement system that dynamically creates the world of Horizon Zero Dawn’.
Although we do not have the video recording of the talk, we do have a presentation, which was shared at the official website. It basically shows how some very complex algorithms can work together to build an amazing open world ad fill it with assets in an incredibly realistic and artistic way.
Although this is more of the technical presentation it does show a lot of stuff done for artists. For example, Guerrilla Games showed how every aspect of the world, although generated by a clever algorithm, could be easily modified by an artist. They could alter the placement logic and work with hand-authored assets.
Plus they’ve showed how they’ve worked with the world production. You can see various types of maps coming together to achieve the final result in DECIMA engine. ‘The GPU-math’ basically took care of all the placement, which to our surprise gave the game a very organic and naturalistic look. The fact is, that computer-generated ‘rough’ landscapes in Horizon Zero Dawn actually look so good that users are making screenshots and post them online, praising the craftsmanship of the studio. It’s amazing, if you take into account that only 3 people actually made the nature assets for the whole production.
It’s a little frightening. Does that mean more upgraded stuff like ‘Deep Mind-powered landscape generation tech’ could actually make better spaces than an environment artist? Tell us what you think in the comments.