Leveraging PCG for Building and City Creation | Unreal Fest Bali 2025
Unreal Engine · 6,445 words · 32 min read · EN-ORIG

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All right, thank you so much for coming. My name is Daniel Mo. I'm a technical artist at virtuals and I like to do portal tools and creating games. Today we're going to talk about PCG and buildings. We'll take a short look at the results and create a similar tool set. So, first a quick video showing the
results. Heat. Heat. [Music]
Heat. Heat. [Music]
All right. So, let's take a closer look at the buildings tool feature. In this talk, we're going to mostly focus on this one, the buildings. We're going to change the size, floors, and props here. And we're going to sort of learn procedural thinking. How can we spot patterns and use similar operations to
solve them? Here are some buildings variations. So, we randomize here the the props, the floors, and here are some variations
here. Next is the city tool. We will move the city around. The tool is showing a preview mode by default. We can change parameters such as seed and size and control the results by setting the minimum and maximum floors for example. So we kind of control the ranges. Eventually we will generate the
actual buildings. So it's kind of a tool that contains the building tool. Let's view the materials functionality. The material itself is very basic. No textures. I'm going to share a few tricks. First, how to create the mask that we did and add the variations for actors or instances. So, we can do both
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