>>97
My only other interest is procedural geometry, which isn't quite on the level of Mat Dickie's all-encompassing expertise necessary to design quality enterprise-class titles.
I am extremely interested in this as well. I've been experimenting with this in my spare time actually. Do you know of any books or research papers on the subject?
The only game I know of that really uses this (aside from water/terrain, i.e. glorified tessellation) is Spore, but when you play it for a bit you realize how extremely limited the skeletal structure is of the creatures you build. And of course the buildings, vehicles, etc. were not really procedural; just highly compressed, due to being assembled with a very tailored (and very limited) modeller. Every one of the thousands of buildings that shipped with the game was hand-crafted by some drone at EA. Spore was very disappointing in this respect.
The advantages in procedural generation has always been the unique look of randomly generated objects. You just can't do this if you hand-craft everything. I feel like with some good libraries for generating primitives and moulding geometry, and a simple scripting language incorporating randomness to create high-level constructs, you could generate quite unique looking scenes.