Automated Environment Design for Mobile in Houdini
One of the Wilderness parcels in three Biomes of the Game: Summer, Autumn and Winter, in Unity.

One of the Wilderness parcels in three Biomes of the Game: Summer, Autumn and Winter, in Unity.

Game Footage of one of the indoor WildernessFactory parcel.

Making of one Parcel: Atlas layers with unlit, diffuse only shaders including baked reflections and lightmaps.
Created in Houdini, Texture baking with Octane Render and PostFX in Unity.

Making of one Parcel: Atlas layers with unlit, diffuse only shaders including baked reflections and lightmaps.
Created in Houdini, Texture baking with Octane Render and PostFX in Unity.

Houdini Setup with the 3d Wireframe Viewport and the Octane Render View.

Houdini Setup with the 3d Wireframe Viewport and the Octane Render View.

Auto import of assets in Houdini, including Octane Materials creations and auto textures linking. For the Project we auto imported around 6000 FBX files and 2000 Textures and atlases in Houdini.

Auto import of assets in Houdini, including Octane Materials creations and auto textures linking. For the Project we auto imported around 6000 FBX files and 2000 Textures and atlases in Houdini.

Atlas generation in Houdini.

Atlas generation in Houdini.

Wilderness parcel in Unity

Wilderness parcel in Unity

Wilderness Factory parcel in Unity

Wilderness Factory parcel in Unity

Slums parcel in Unity

Slums parcel in Unity

Some more Wilderness parcels.

Some more Wilderness parcels.

One of the Wilderness Factory parcels.

One of the Wilderness Factory parcels.

One of the Wilderness Factory indoor parcels.

One of the Wilderness Factory indoor parcels.

One of the SmallTown outdoor parcels.

One of the SmallTown outdoor parcels.

For the Project "XCOM LEGENDS" (IOS and Android) I created, together with Roman Zhuravlev, a Houdini pipeline that helped me designing more then 60 Environments Parcels.

Based on the Mobile Environment Design experience I got from the pervious Mobile projects like, AngryBirds Evolution (https://www.artstation.com/artwork/lxWk9a) or Sacrad Legends (https://www.artstation.com/artwork/9mo4oL) I was able to automate a lot of nasty steps like:

- Automatically importing more then 6000 XCOM2 FBX files and over 2000 Textures and atlases
- Automatically create Octane Materials and assign the texture maps correctly
- Creating textures atlas
- Creating best in class LODs and impostors (Billboards).
- Baking lightmaps and reflections with Octane Render
- Automatically merging and splitting props

Having a non destructible automated workflow, in one single tool like Houdini was huge for the project and a big time saver. With it I was able to concentrate more on the Environment design instead of doing the same boring steps manually over and over again.

Thx for the great Dev support of Martin Fabichak (Former Head of Development) and Roman Zhuravlev (Frontend Unity Developer).

XCOM LEGENDS: https://play.google.com/store/apps/details?id=com.iridiumstarfish.butler&pcampaignid=web_share

More artwork