During the latter half of my third year at BUas, I have been working on an on-rails shooter game, Hive Dive. The player controls a drone flying on a spline through a Patagonia-inspired landscape. I am currently developing a set of procedural tools to aid with set dressing in our game, consisting of a PCG forest and flower scatterer and a crystal generator in Houdini.
The rendered results are the product of the work of our very talented art team:
https://www.artstation.com/sebvdb
Seb created the terrain tool in Houdini to create our procedural tiles, and built the cliffs part of the PCG graph. He also built the river carver procedural tools and did amazing work on optimization.
https://www.artstation.com/brechtsohier
Brecht created part of the environment art assets that are scattered throughout the levels and did some incredible material and lighting work.
https://www.artstation.com/roshant_elvin
Roshant worked on environment art assets and materials and created the shader for the crystals in Unreal, as well as the UI/HUD assets.
https://www.artstation.com/levon_dyulgeran
Levon did amazing work on the main menu drone hangar level and on our player drone. He also created a custom skybox for our game.
https://www.artstation.com/dusheninv
Vlad worked on the river surface tool, terrain materials and textures and VFX.
PCG forest breakdown
WIP of assembled kits being spawned inside of the valley with PCG
Fly through video showcasing the generated tiles set dressed with PCG