PCG System Content Examples

Overworld Map Example

Overworld Map Example

Overworld Map Example

Overworld Map Example

Biome Content Example

Biome Content Example

Biome Content Example

Biome Content Example

Biome Content Example

Biome Content Example

Biome Content Example

Biome Content Example

Biome Content Example

Biome Content Example

Biome Content Example

Biome Content Example

Generate on Roads Example

Generate on Roads Example

Generate on Roads Example

Generate on Roads Example

Generate on Roads Example

Generate on Roads Example

Generate on Roads Example

Generate on Roads Example

PCG System Content Examples

These images and videos are from an unreleased project that I had the pleasure of being a Principle Technical Artist for. They represent a work in progress PCG (Procedural Content Generation) tool meant to act as a re-usable framework for generating actor placements in levels while abstracting away graph language into more manageable data assets that non-technical artists and designers could easily utilize.

This page primarily focuses on different early examples and test use cases for the tool including interactions with other systems such as landscape stamps, road and water tools.

Mesh content is a combination of store bought and in house assets used for early testing.

World Director - Carl Shedd
Level Artist/Designer - Michael Drummond
Prop Artist - Jonathan Fawcett