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Twisting Terrain and Populating Forests on an Anomalized Olympic Peninsula for Pacific Drive (Presented by Houdini)
As an indie game studio, Ironwood Studios needed an efficient way to make a massive number of bespoke maps for their game, Pacific Drive, but with only a small team to do so. Utilizing Houdini Engine for Unreal and with the help of a proprietary UE plugin, they created a suite of tools to empower a much smaller team to create and decorate a large library of dense and diverse maps. Karl Kohlman (tech artist) will cover the general methodologies used to refine rough terrain sculpts into shippable landscapes, generating maps for landscape material layers, controllable blending of biomes, road spline incorporation and terrain modification, and foliage scattering based on all of the aforementioned data. Kendall Wix (level designer) will cover the end user experience, how he incorporated the tools into his work flow, as well as the myriad of benefits the tools provided.
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