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Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht

Houdini

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  • Recommended by 3 people: 3 on Hacker News.
  • Presented by Étienne Carrier, Procedural Technical Artist at Ubisoft
  • May be out of date. Uploaded 8 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

99K views8 years ago3 recommendations

Game developmentGraphics and audioUnity, Unreal and GodotBuilding a game engineGame programming

Étienne Carrier explains how Ubisoft used Houdini to procedurally generate the 100 square kilometer open world of Far Cry 5.

How do you create 100 square km of wilderness with a terrain changing every day? One of the challenges with a modern open world is its sheer size. Not every square meter of the world will receive the attention of a level artist or a level designer. Yet while filling empty space is easy, creating natural-looking environments is a bigger challenge. Ubisoft's solution on 'Far Cry 5' was to develop a set of procedural tools to generate biomes, texture the terrain, setup freshwater networks, generate cliff rocks and more. Procedural technical artist Étienne Carrier walks you through how they tacked this challenge...

Why it's here

3 people recommend this

What people say. Recommended for its insights into modern procedural generation techniques, specifically how Ubisoft automated terrain, vegetation, and biome placement.

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