Forest Generator
A PCG-based tool that places trees and underbrush. Users can control every aspect, from the size and density of each vegetation component to using splines to clear paths through the environment.
Portfolio discipline · 04
LAST SENTINEL · TEAM-LED TOOL
I led a team to develop a Road Tool that uses dynamic meshes to create intersections. It includes pedestrian and traffic data, along with user-defined elements such as lane count, sidewalks, and medians.
LAST SENTINEL · BUILT FROM SCRATCH
I built these tools from scratch using native Unreal Blueprint and PCG scripting, supporting both Art and Design as they built the world.
A PCG-based tool that places trees and underbrush. Users can control every aspect, from the size and density of each vegetation component to using splines to clear paths through the environment.
The core tool used for all procedural asset placement. Art and Design used it to distribute everything from foliage and street litter to railings and sidewalk props.
A Blueprint Library tool that lets users reset a gizmo to the center of a spline or move it to any selected point along that spline.
A wildlife placement tool that perches birds on wires and ledges as well as groups of deer and other animals foraging.
Added the ability to select any spline and have a Blueprint re-create it internally. For example, a river spline can become the foundation for a tool that places rocks along the riverbank.
A water depth visualizer that reveals where water becomes deep enough to affect gameplay, such as the depth that knocks a player off a bike.