Playground Games' Andrea Riccardi and Ole Greonbaek spoke about creating FH5's Mexico locations with procedural tools.
If you are a fan of Forza Horizon 5 and want to learn more about its development, here's your chance to get more information on the workflow behind the game's stunning locations. During the Everything Procedural conference that took place at Breda University, Technical Artist Andrea Riccardi and Principal Environment Artist Ole Greonbaek from Playground Games shared an informative presentation on how proceduralism helped the team to create picturesque Mexican environments for the game.
During this presentation, the artists explained how Houdini and procedural world-building techniques were used to create the Forza Horizon 5's digital version of Mexico, discussed the data sets, processes, and choices that were made during the development, spoke about the responsibilities of Playground's artists, and much more. You can check out the full presentation attached above.
Also, have a look at these breathtaking scenes from the game itself Ole was responsible for creating:
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