Renan Macedo continues to experiment with UE5.2's Procedural Content Generation (PCG) framework.
Game Developer and aspiring 3D Environment Artist Renan Macedo, whose realistic 3D forest generator was featured here on 80 Level nearly a month ago, continues to amaze us with his procedural projects showcasing one more experimental setup created with UE5.2's Procedural Content Generation (PCG) framework.
The toolset includes both in-editor tools and a runtime component, allowing the user to define rules and parameters to populate large scenes with Unreal Engine assets and greatly accelerating the process of creating large worlds by making it more efficient and convenient.
Leveraging the framework once more, as well as some Sketchfab assets, the creator has set up a fantastic procedural medieval village generator that enables its creator to quickly and easily create and customize settlements by drawing lines in UE5. According to the author, the setup was inspired by Joshua Börner's amazing Blender-powered Medieval City Generator, which we highlighted a couple of weeks ago.
And here's Joshua Börner's generator that Renan's project was inspired by:
Earlier, Senior Gameplay Programmer Elhoussine Mehnik also experimented with the PCG framework, using it to generate a lush forest, a game level, and more at runtime:
If you would like to learn more about UE5.2's Procedural Content Generation framework, here are a couple of great tutorials that will help you get started: