The PCG Foliage Generator uses landscape data such as material and face normals to distribute foliage along the landscape. Non-destructive noise maps allow for clearings and gaps to generate automatically and adjustably.
The PCG Town Generator samples the space within a spline volume to distribute buildings across the landscape in an easily adjustable grid pattern.
The PCG Road Generator samples a spline to generate a decal-based road, as well as automatically culling both foliage and building assets to prevent collision.
An almost fully procedurally made 3D environment, created in Unreal using Gaea, Autodesk Maya, and SpeedTree. This project was made as part of my ongoing post-graduate studies at Sheffield Hallam University.
This was a big step away from my comfort zone, but it has allowed me to use a bunch of really cool tools which stray heavily away from my typical hard surface and architectural environment workflows, and I even had some fun using visual scripting along the way!