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One of my first tasks was to create a procedural cliff generator using Houdini. By having a procedural generator, the team was able to create a set of modular cliffs and add new ones down the line. The generator takes in a base shape input, then creates a high poly cliff mesh with deformation and details. Then, a low poly version with collision is generated and textures are baked. The generator also properly names the asset according to the guideline set by the team for organization.
Base Shapes by: Shanah Sportellini
Materials & Textures by: Sarah-Frédérique Schetagne
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This was the workflow for the cliff generator, allowing the quick creation of multiple modular cliff assets with varying shapes and sizes. Here are the high level steps:
The first area of the game, contains cliffs with large and sharp pertruding shapes on their surface, emulating the effects of rock breakage. The end product is a modular kit of cliff meshes that can be arranged in different ways to create unique formations. A lot of iterations were made during this generator's development, making sure that it is as artist friendly as possible.
The second area of the game, taking place in an area filled with caves and near a volcano. The generator creates layers, flat shapes, and cracks on the cliff surface. The same as the overworld cliffs, different meshes can be combined to create unique formations. This generator reuses a lot of features from the overworld generator, especially quality of life and export features.

A tool I made that places large amounts of vines inside a volume. The vines are created using Unreal’s PCG Component and a procedural mesh component, creating ribbon meshes and leaves instances
Hanging leaves made by: Sarah-Frédérique Schetagne



A stylized river shader I made for the overworld section. The shader uses a flowmap to control the river flow direction.
Textures provided by: Sarah-Frédérique Schetagne
The section is about other smaller works I did
This is a cable generator tool I made using blueprints and is a smaller version of the vine generator, intended for creating spline meshes in smaller spaces.
The start and end points are placed on surfaces using rays and 3D widgets, which the artist can move around and rotate to control the ray direction. Parameters such as the number of cables, cable length, spline mesh, etc are exposed to give control to the artist.
Environment below made by: Alycia Castonguay


This is a lava shader made for the Scorched Rifts area, containing lava falls and pools. I was given a set lava texture and masks by Sarah (one of the team's artist) and started developing the shader.
The lava fall is relatively simple, combining different scrolling textures to create the cold and hot spots, then using that as an input for the blackbody node
For the lava pool, I added flowmap support and used flowmaps to control the direction of the lava. This is especially useful when adding flow around the lava fall hitting the pool.
Textures provided by: Sarah-Frédérique Schetagne
This generator creates bridges or platforms from one side to another, made for background pieces. This generator is used for a abandoned facility section, so some of the bridges have a destroyed.
To add control on which bridge to destroy, an override widget is added. The user can control the location and the radius of the widget, which can be used to to add an effect where a large object fell through multiple layer of platforms.
Bridge sections made by: Alejandro Cordoba