Lands of Nedune
While I was on a bit of a break during covid I decided to dive back into unreal engine and teamed up with some folks I met through a Udemy game development discord. They were looking for someone who could help out with environments and assets for a game they wanted to make and, while their ambitions were enormous—a largescale and fully fleshed out RPG in the vein of an Elder Scrolls title. My tasks were pretty straight forward all things considered.
Houdini environment test
I decided it would be a good opportunity to start learning how to utilize Houdini engine with UE4 to create the height map, mountain ranges, valleys, and waterways. Then, I was able to build a procedural vegetation system to propagate the world with trees, plants, flowers, and rocks to seamlessly make updates and changes throughout the development process as assets were ready to replace the temp geo. Learning this entire process was absolutely mind-blowing for me. It was such a fun experiment and was what really convinced me just how powerful of a tool Unreal Engine can be.
A look at the environment populated with some rocks and grass blades I created, along with some temp tree geo.