how are massive game environments made?

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Published 2022-08-08
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All Comments (21)
  • I knew of procedural terrain generation, but I never knew it could simulate certain environments and the effects of weather which is amazing. Always thought it was just hand made.
  • @ErikNiceBoy
    Stylized Station: 2:14 "...the answer is another fundamental technique that's used in most games you play, maybe without you even realizing it" Me: "Employee crunch?" SS: "Modular Design" Me: "Oh... That too I guess"
  • @leucome
    I think you missed talking about painting the layer of object placement like grass tree rock. Also maybe the spline generator to build stuff that follow a line like road fence electric pole etc... These also generate stuff quick while doing exactly what the artist intended.
  • @unfgames
    Nice video! Having worked at Ubisoft before, I can add that besides the procedural tools which are a must for creating big worlds. There is also a huge team effort, tools and conventions that people need to follow to finish a massive project like those. It is a lot of work for sure!
  • @Marc142000
    Also crunch is a very popular, fundamental technique some studios use to make this vast worlds
  • Yo this is exactly the topic I was hoping for, I could watch an hour+ deep dive on this, but thank you for even this surface level exploration. Procedural tools that empower artists more than replace them is super exciting stuff to me :D
  • @RecOgMission
    My maps are procedurally generated, and I also have quite a complex path finding algorithm that make it possible to place buildings and points of interest where they "make sense", certain distances from a list of other points, etc. It gives me so much functionality in terms of randomness, on-the-fly tutorial-stuff and AI play.
  • @RSpudieD
    Very interesting! I always appreciate a well-made environment, especially for how much work it actually takes! I really appreciate the personal touches to make a world feel inhabited and crafted by artists and it's also really cool how much they can do with nodes. Just change a few things and it's doing massive amounts of work for you!
  • I really had no idea how could they make such intricate worlds until now. Thanks for enlightening me.
  • @geekygreek7
    Man I love your stuff. What I would do to have your mind play a part in the game we are creating. Seriously awesome stuff.
  • This Youtube Channel will be very helpful knowing that I want to start making videogames with Unreal Engine. This is one of the only channels I could find that has good Unreal Engine tutorials and tips. Thank you Stylized Station for making these awesome vidoes.
  • You should make a full dedicated vid to outer wilds, it has so many amazing areas and gameplay that has to be opened to the internet! All the little things is so cool. No examples becuase spoilers but please!
  • @oglothenerd
    [2:07] The horse on the left is pooping. Now that is what I call attention to detail!
  • @neo8742
    It's so pleasing. The setuping and mastering softs amazing.
  • @NourArt02
    You must point out that the terrains in games like BotW and Elden Ring are only parcially generated, the devs has to also manually design the layout of the world in a way that serves the gameplay and the story.
  • This is really cool and makes a lot of sense, why we're seeing smaller studios create bangers!
  • Thanks, always wondered the actual procedure of making in-game world environments. Never thought about modular kits, but it makes a lot of sense now that you mention it. Great visual presentation as well -- I'm a sucker for practical demonstrations and applications, and you did a great job on that part. I'll have to check out more of your videos :)
  • You've earned a new subscriber!! I was excited to hear you mention Modular Design, because there's a Minecraft mod that uses that mechanic to make the procedural generation absolutely incredible! It's called the Wildlands mod
  • @arne1881
    You make it sound so much easier than it actually is, haha. But its a nice breakdown of how open worlds are made for non-gamedevs.
  • @spotlyfe5205
    eventually it all snapped into place and I started learning how to add all the effects, titles, motion text. It was pretty cool to see my