In the Photoshop file, each layer and each logic gameplay part is assigned to a different color.
Houdini magic!
Houdini Heightmap generation.
The biggest challenge in Houdini was to make sure the mountains are exactly in the space Game Design painted them in Photoshop: only in the red area of the 2D texture.
Houdini automatically exports the Heightmap, Flowmap, Detailed map, Texture masks and the Normal maps.
The maps are generated and exported on a Houdini Server.
The pipeline uses the Generated Houdini Maps as the base input to generate the final Maps in Substance Designer.
Substance Designer process.
Procedural Population of the Assets in Unity.
For Example Forests and Vegetation.
This script spawns the assigned biomes specific assets for example Trees.
Process of the Assets population in Unity.
Final output of one of our skirmish maps.
Songs Of Silence - Worldmaps Pipeline Breakdown
Songs Of Silence (PC, PlayStation 5, Xbox Series X)
Lead Environment Artist/ Technical Artist
Task:
- Creating an unique offline procedural and stylized "Worldmap Generation pipeline" that allows Gamedesigner to design all the maps in the game (Campain/Skirmish/Scenarios) in Photoshop and send it through the pipeline in order to get the maps we have now in the game. No additional artists is necessary.
- Coordinating the Environment Design with the other Artists, TA, Game Designer, dev and Production as well as coordinating and creating the 3D Environment Props pipelines
- Creating all the Environment Battlegrounds in all biomes and states.
- Visual quality assurance
Thx for the amazing Dev Support from Silvia Cavadas, our graphic programmer Sven Monhof and thx also for the support to Johannes Richter from Remedy Entertainment.