UE4 Tool Behind The Streets of The Sinking City
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Latest comments

Well, small/medium intuos pro is way cheaper that iPad Pro + pencil... just saying... And it works better with ZBrush...

by some guy
10 hours ago

It might ultimately be proof of concept now, but the point of showing a low-count bounce raytracing that still looks decent especially after denoising gives us a nice roadmap on the future. Maybe given time, we will move to this as the new standard or at least a probable alternate to baked lighting.

by Nathan Ayotte
10 hours ago

Fuck you I'm stuck in some bullshit game some dickhead thought would be exciting.

UE4 Tool Behind The Streets of The Sinking City
14 November, 2017

Epic published an article with Aleksey Yurkin and Max Rybalchenko, Team Lead of Level Modelers and Senior Tool Programmer respectively from Frogwares about the secrets of city building behind The Sinking City. The developers discussed a tool that helps them create visually varied streets and city districts in UE4 in a matter of seconds. Their “City Generator” looks really greats and there are basically just 6 steps here.

Here are the first three steps:

Step 1 – So the first step that we do is we create elements of buildings. These elements will include things like doors, archways, pivots, sockets, windows, etc etc – elements that will make up your building. These elements of buildings will be for both commercial and livable/normal houses. All of these elements are created by hand, and also follow the 16 architectural styles and types of buildings that we found existed in the 1920’s in around the Boston area (that’s where our game is set). Once we have a database of individual elements, we move on to the next phase. 


Step 2 – Create prefabs. Prefabs are what you might call presets of an area type/the buildings you might find in a given neighbourhood. So, what we do is we create prefabs of building types that have their own specific rules, such as rich houses, poor shacks, destroyed, full, specific architectural style, commercial, housing, etc. We build these prefabs based the library of elements that we created in step one. And once we created our prefabs, that’s when the magic will slowly happen…but, there’s just one more step to the finale.


Step 3 –  Create a City Grid. Based on our research, concept pieces, narration, and our very own architects, we create a 2D vector of a city grid. Within it, we also specify the different area types, such as “in this area of the city, that’s where the rich area is, while over here, that’s where the commercial zone will be” (this is a very simplified version of the long discussions that we had on this topic, but we hope you know what we mean). And now, for the trick. 

Make sure to learn about the other three steps and get more details on the game production here

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