how are massive game environments made?

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  • Опубликовано: 7 авг 2022
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Комментарии • 410

  • @SirPembertonS.Crevalius
    @SirPembertonS.Crevalius Год назад +1077

    I knew of procedural terrain generation, but I never knew it could simulate certain environments and the effects of weather which is amazing. Always thought it was just hand made.

    • @ismahilinumbganva3767
      @ismahilinumbganva3767 Год назад +44

      World Machine does this really quicly with just a few nodes + it is completely free

    • @merccc1
      @merccc1 Год назад +19

      It was, but it is being automated more now to help the process and get things done timely with same quality. May focus more on detailing or other aspects thanks to the time saved now.

    • @editdotexe
      @editdotexe Год назад +12

      It's just been improving over time, it's amazing what it can make now a days.

    • @randomstuffradar6248
      @randomstuffradar6248 Год назад +3

      Where can I start using modular design and procedural generation? Is it free? If yes, please tell me how can I access it as I'm new to the field.

    • @editdotexe
      @editdotexe Год назад +5

      @@randomstuffradar6248 As Ismahili said, there is a free version of World Machine which can be used for personal projects (and if you end up wanting to sell a game that uses it you can buy a license).
      I'd say just look up videos for it, there are a bunch of different ways to use procedural generation, but the main idea is you can regenerate the same stuff if you have the seed for generation like with Minecraft.
      Same thing for modular design, look up videos on it, but it really comes down to getting the kit (like it said all the pieces) and how you are going to put them together, for example without any tool it might be a pain to position the pieces just right, while some tools might help you easily snap them together.
      There are even ways to mix procedural generation with modular design, but that can be tricky depending on the pieces, for example if the pieces are 1x1 rooms with a set amount of doors and such it's not too hard, but otherwise it's not so simple when the pieces aren't 1x1.

  • @leucome
    @leucome Год назад +401

    I think you missed talking about painting the layer of object placement like grass tree rock. Also maybe the spline generator to build stuff that follow a line like road fence electric pole etc... These also generate stuff quick while doing exactly what the artist intended.

    • @youngknight5589
      @youngknight5589 Год назад +3

      Alos splines help with setting up pathfinding data

    • @winger6314
      @winger6314 Год назад +1

      Umm what game is in the thumbnail

    • @Wolta
      @Wolta Год назад +4

      Reticulating Splines

    • @bruninhohenrri
      @bruninhohenrri Год назад

      Spilines is so cool. Unfortunatelly they don't have those on Unity, but there's a free limited package that can do the job :)

    • @SirEpifire
      @SirEpifire 4 месяца назад +2

      I was gonna say, normally you'd procedurally generate the primary layout and then etch very intentional details into the space after that. So in theory, you could generate a mountain but then the artist goes in and creates man-made tunnels and canyons to really make it their own. So a hefty combination is what wins the day.

  • @ErikNiceBoy
    @ErikNiceBoy Год назад +408

    Stylized Station: 2:14 "...the answer is another fundamental technique that's used in most games you play, maybe without you even realizing it"
    Me: "Employee crunch?"
    SS: "Modular Design"
    Me: "Oh... That too I guess"

    • @justamanofculture12
      @justamanofculture12 Год назад +20

      CDPR, UBISOFT, EA: "It's definitely modular design."

    • @ioaz4579
      @ioaz4579 Год назад

      @@justamanofculture12 wait are you talking about how those companies use crunch or how they don't

    • @ishaansharma4325
      @ishaansharma4325 Год назад +9

      @@ioaz4579 all the 3 companies have cases of employees crunching. Especially ubisoft and ea

  • @Marc142000
    @Marc142000 Год назад +27

    Also crunch is a very popular, fundamental technique some studios use to make this vast worlds

  • @unfgames
    @unfgames Год назад +152

    Nice video! Having worked at Ubisoft before, I can add that besides the procedural tools which are a must for creating big worlds. There is also a huge team effort, tools and conventions that people need to follow to finish a massive project like those. It is a lot of work for sure!

    • @biglebowski7564
      @biglebowski7564 Год назад

      So any big project in any field?

    • @SniffyPoo
      @SniffyPoo Год назад +1

      i would like to know how they procedurally generate large terrain but still conform to historical map layouts, like they do in the AC series. how do they layout roads and other features?

    • @bluebull852
      @bluebull852 Год назад +2

      @@SniffyPoo there is a tool/site that will generate a 3D environment from google maps
      so they get the shape and then color it in and add items maybe?

    • @Jgvcfguy
      @Jgvcfguy Год назад +4

      @@SniffyPoo Things like roads are usually placed by hand, usually, with the help of splines which are like hidden lines you can tell the software to place assets along or bend assets to the shape of the line.

    • @bruninhohenrri
      @bruninhohenrri Год назад

      Generally, there's a bunch of people involved in that kind of project. Everyone with a specific role :)

  • @RecOgMission
    @RecOgMission Год назад +20

    My maps are procedurally generated, and I also have quite a complex path finding algorithm that make it possible to place buildings and points of interest where they "make sense", certain distances from a list of other points, etc. It gives me so much functionality in terms of randomness, on-the-fly tutorial-stuff and AI play.

  • @WilliumBobCole
    @WilliumBobCole Год назад +72

    Yo this is exactly the topic I was hoping for, I could watch an hour+ deep dive on this, but thank you for even this surface level exploration. Procedural tools that empower artists more than replace them is super exciting stuff to me :D

    • @meatbleed
      @meatbleed Год назад

      does there exist a procedural tool that's replaced an artist

    • @biqbicle4982
      @biqbicle4982 Год назад +1

      @@meatbleed yes.... AI

    • @lune5289
      @lune5289 Год назад +1

      YES

    • @savageYP
      @savageYP Год назад

      Quick thing if you wanted another thing. building re usable assets is also a thing, were they make structures, objects and furniture that can be re-materialed usually with some premade textures for each peice that can be used in hundreds of ways in several diffrent types of games to flesh things out faster. if you pay close attention with certain series like skyrim and fallout theres alot of reused assets and alot of other projects do it too as it speeds things up alot and its done by alot of level designers.

  • @RSpudieD
    @RSpudieD Год назад +13

    Very interesting! I always appreciate a well-made environment, especially for how much work it actually takes! I really appreciate the personal touches to make a world feel inhabited and crafted by artists and it's also really cool how much they can do with nodes. Just change a few things and it's doing massive amounts of work for you!

  • @zainmushtaq4347
    @zainmushtaq4347 Год назад +2

    Thanks, always wondered the actual procedure of making in-game world environments. Never thought about modular kits, but it makes a lot of sense now that you mention it. Great visual presentation as well -- I'm a sucker for practical demonstrations and applications, and you did a great job on that part. I'll have to check out more of your videos :)

  • @neo8742
    @neo8742 Год назад +1

    It's so pleasing. The setuping and mastering softs amazing.

  • @Gr8GooseYouTube
    @Gr8GooseYouTube Год назад

    This RUclips Channel will be very helpful knowing that I want to start making videogames with Unreal Engine. This is one of the only channels I could find that has good Unreal Engine tutorials and tips. Thank you Stylized Station for making these awesome vidoes.

  • @SteamingPotProductions
    @SteamingPotProductions Год назад +5

    I really had no idea how could they make such intricate worlds until now. Thanks for enlightening me.

  • @oglothenerd
    @oglothenerd Месяц назад +2

    [2:07] The horse on the left is pooping. Now that is what I call attention to detail!

  • @erico.6162
    @erico.6162 10 месяцев назад

    Thanks. Really dig your videos about all the topics and questions i never really had an answer for. As a 3D Modeller myself, getting to know those little details helps me a lot in my job actually.

  • @geekygreek7
    @geekygreek7 Год назад +34

    Man I love your stuff. What I would do to have your mind play a part in the game we are creating. Seriously awesome stuff.

  • @hemanthsaji3606
    @hemanthsaji3606 Год назад

    Thank you. Very informative. You explained the process of making Environment art in a easy to understand way.

  • @4bangerkovaaks
    @4bangerkovaaks Год назад +2

    This is really cool and makes a lot of sense, why we're seeing smaller studios create bangers!

  • @3nvy_
    @3nvy_ Год назад +2

    Really appreciate the video .I would like further demonstration on how to use actual tutorial in soft to make soft .

  • @spotlyfe5205
    @spotlyfe5205 Год назад

    eventually it all snapped into place and I started learning how to add all the effects, titles, motion text. It was pretty cool to see my

  • @backforblood3421
    @backforblood3421 Год назад

    This answered exactly the questions I had about this. Thank you very much!

  • @screeb1790
    @screeb1790 Год назад +1

    love your videos, super informative and to the point! keep up the good work!!

  • @xHyphen
    @xHyphen 11 месяцев назад

    Great video, easy to understand but very valuable!

  • @kelceyclark9917
    @kelceyclark9917 Год назад +1

    You've earned a new subscriber!! I was excited to hear you mention Modular Design, because there's a Minecraft mod that uses that mechanic to make the procedural generation absolutely incredible! It's called the Wildlands mod

  • @vledermaus
    @vledermaus Год назад +5

    Interesting...that the video is in 16:10 aspect ratio, also never tried Gaea, World Machine or World Creator but I am very intrigued by them and will do so soon.

  • @dxk65
    @dxk65 Год назад +1

    the map editor in Far Crys 4 and 5 actually have a user friendly version of this stuff and it's pretty fun messing around and creating your own environments

  • @EmolineFox
    @EmolineFox Год назад +1

    Thanks I’m making a game and this really helped

  • @nenaun
    @nenaun Год назад

    Thanks for the info!

  • @eightyz
    @eightyz Год назад

    Thank you so much for these amazing tips.
    Now I know where to start.

  • @anytng999
    @anytng999 18 дней назад +1

    2:08 I'm the left horse after eating at Taco Bell xD

  • @arcanep
    @arcanep Месяц назад

    this is why unreal engine dynamic meshes are so dope nowdays

  • @gamerbasxd
    @gamerbasxd Год назад +1

    WOW!! TYSM for this vid!!

  • @arne1881
    @arne1881 Год назад +1

    You make it sound so much easier than it actually is, haha. But its a nice breakdown of how open worlds are made for non-gamedevs.

  • @TheRunningSongs
    @TheRunningSongs Год назад +95

    You should make a full dedicated vid to outer wilds, it has so many amazing areas and gameplay that has to be opened to the internet! All the little things is so cool. No examples becuase spoilers but please!

  • @parkerr080
    @parkerr080 Год назад +1

    The modular kit thing is like building a world in farm simulator

  • @Curious_Skeptic
    @Curious_Skeptic 9 месяцев назад

    I've always wanted Twinmotion to have module kits built in and custom sounds. So many times, I just want to build an open world, but no 'game play'. Just walk thru . Learning Unreal is so much more work. Great insight video though. Thanks.

  • @baconkid8891
    @baconkid8891 Год назад +1

    dope
    thx for the info

  • @the3rdimension
    @the3rdimension Год назад +8

    More about modular kits please

  • @rou_y
    @rou_y Год назад

    Thank you so much this helped a lot!!!! You saved my life

  • @safwanm3377
    @safwanm3377 Год назад +1

    Everyone gansta till blender geometry nodes

  • @acay5722
    @acay5722 Год назад

    The quality of the map and the amount of effort put into it can can alter a gameplay experience by such a large amount, sadly most devs miss this and dont give their maps too much attention

  • @xskrish
    @xskrish Год назад

    Really insightful

  • @t4cet
    @t4cet Год назад +1

    Talk about how wave function collapse is used to generate random stuff using modular designs.

  • @the3rdimension
    @the3rdimension Год назад +2

    So yeah, Environment art is pretty cool🤘

  • @NoFuqinIdea
    @NoFuqinIdea Месяц назад

    I remember that when I created my first 3D map I made the houses from the map plane itself by extruding. Not only was this pretty inefficient because I ended up having a single object with a billion applied textures but it was also a pain to clean up because the houses would clip together on the edges. This right here explains a lot... Well... Beginners like myself do stupid things :}

  • @ILikeAmazingThings
    @ILikeAmazingThings Год назад +1

    I love game design. Sadly, most gamers don't understand at all how much effort it takes to craft a good game. It makes me happy that good games naturally get the attention they deserve though (in most cases). MoCap, hand made animations, voice actors, programmers, environment artists, model artists, and the list goes on and on.

  • @ze_darku_magician5504
    @ze_darku_magician5504 4 месяца назад

    I'm really interested in procedural terrain generation but from trying Gaea out myself I've found it difficult to properly use the generated terrain for a game. It's really difficult to comprehend the scale when making terrain. A tiny denture you could barely see in Gaea might be a massive basin that takes up your entire FoV in the game. It's really hard to create an entire world on a single terrain-surface as the terrain will usually follow some uniform patterns you select making it hard to add a lot of variety (like different biomes with vastly different geological structures and shapes) but if you try merging multiple pieces of terrain together (which is already difficult to do well on it's own) you could often run into the problem of working with different scales between your terrains and then it just doesn't fit together. Lastly I always ended up with weirdly sloped or uneven/bumpy surfaces which weren't particularly fun to run around on. Sometimes having a rather flat-ish surface makes the gameplay work a lot better. I'm not particularly good and there are definitely workarounds for all of this but don't go about thinking it'll be a breeze like I did.

  • @herelous2911
    @herelous2911 Год назад

    do you have a tutorial on how to loop drums,app, etc.

  • @zine_eddinex24
    @zine_eddinex24 Год назад

    cool keep good work 👍🏼

  • @Kinos141
    @Kinos141 Год назад

    This is half right.
    Dev also make code to procedural generate towns and cities and the buildings that populate them.
    It takes modular parts, and orders them based on it's function(corner sides, building faces, etc).
    Then use a city block or town creation to build the collection of pre-made buildings.
    Also, theu still create the asset to make manual changes when needed.

  • @abenezertena6441
    @abenezertena6441 Год назад

    Wow I learned a lot

  • @HD-GAMES
    @HD-GAMES 11 месяцев назад +1

    How do companies design giant games and the performance remains stable, while we just put a few things, the game becomes heavy

  • @MVARTZ
    @MVARTZ Год назад +1

    Thay houdini shot building the city is exactly what I'm looking for. Can someone point me in the right direction. What course or tutorial is this from?

  • @func_e
    @func_e Год назад

    definitely bookmarking this

  • @Craki_
    @Craki_ 6 месяцев назад

    Thanks !!

  • @caldarinavyfleet
    @caldarinavyfleet Год назад +14

    Any insights on open world games set in space, No Man's Sky, Star Citizen, Elite Dangerous etc. ?

    • @KamKalam
      @KamKalam Год назад

      Same process

    • @sechmascm
      @sechmascm Год назад

      Round planets are created by taking a cube with procedural gen on each side and then morphing its shape into a sphere

  • @edpe92
    @edpe92 Год назад +1

    Rockstar doesn't use a modular workflow, so that RDR2 example isn't entirely correct. They just have a shit ton of artists.
    Working modular is usually the way to go, but it depends on the tech. Some engines don't handle drawcalls well, so then you are better off going for something semi modular or non-modular, or merging modularly built things into larger chunks at some point to reduce drawcalls.

  • @ethancotton1549
    @ethancotton1549 Год назад

    What text font did you use for the text at 0:32 and 2:20?

  • @shibernyan2009
    @shibernyan2009 Год назад +2

    This makes me wanna try making a world just for fun with a procedural terrain generator😅

  • @AflorAStudios
    @AflorAStudios Год назад

    I have had this on my watch list since the say it air! now I feel a bit more lost and more knowable as well!

  • @soodiudiu3834
    @soodiudiu3834 Год назад +3

    Horse pooping at 2:08

  • @Alpatrixx
    @Alpatrixx Год назад +1

    heyyyyyy could you make a tutorial on how to do the procedural generation map thing (unless its on one of your courses, if it is can someone tell me)

  • @arielortiz3150
    @arielortiz3150 Год назад +1

    I'd like to figure out how to procedurally generate levels for 3D platformers but Houdini is difficult for beginners

  • @NourArt02
    @NourArt02 Год назад +4

    You must point out that the terrains in games like BotW and Elden Ring are only parcially generated, the devs has to also manually design the layout of the world in a way that serves the gameplay and the story.

  • @Arddy
    @Arddy Год назад

    Love your content!

  • @danilopereira9756
    @danilopereira9756 Год назад

    the game in the thumb is Lightyear Frontier

  • @JJesterB3VODs
    @JJesterB3VODs Год назад

    very interesting video! whats the game in the thumbnail?

  • @stevenlambert9731
    @stevenlambert9731 4 месяца назад

    WHat's that 1st game? It looks fun

  • @shinichiizumi2242
    @shinichiizumi2242 Год назад +5

    so this is how ubisoft is able to release massive open world games only a year apart. unless they were worked on at the same time I always wondered how they were able to release games like ac odessy only a year after origins which was massive

  • @zoltraak941
    @zoltraak941 Год назад

    I' d like to ask if your ue for beginners course has subtitles. Since I am not a native English speaker, it is a bit difficult for me to learn without subtitles, English subtitles would be fine.

  • @karolgodlewski6018
    @karolgodlewski6018 Год назад

    I love the short form factor

  • @jerizignacio5680
    @jerizignacio5680 Год назад

    Short informative content, no intro, repetitive like, comment, subscribe with annoying, high pitched bell sound and outro. Perfect for the new generation.

  • @alexandermadrid7791
    @alexandermadrid7791 Год назад +1

    AMAZING tutorial! One of the most comprehensive tutorials I've seen for anytNice tutorialng. Thanks so much!

  • @Lucasxd331
    @Lucasxd331 7 месяцев назад

    Your thumbnail is interesting... it reminds me of the robots from SteamBot Chronicles (PS2 game).
    Where did you find this image?

  • @Thesupperals
    @Thesupperals 11 месяцев назад

    I know that Gia or Gaea can randomly generate environments, but is that all it can do? Is there a way where you can change the art style? Or at least create an art style and have the software mimic and duplicate the style of art so that we don't have to do ALL of the work? If so, what application?

  • @nguyentrungtrinh6752
    @nguyentrungtrinh6752 Год назад

    Thanks!

  • @richardkush4450
    @richardkush4450 Год назад

    That is indeed pretty cool :D

  • @mestesso2174
    @mestesso2174 Год назад +1

    which game is the picture of the video preview''?

  • @Jovexternity
    @Jovexternity Год назад

    what did you use in 0:15?

  • @rizu1444
    @rizu1444 Год назад

    Nice tutorialiii

  • @blesso7am745
    @blesso7am745 Год назад

    what about lighting a open world with day night cycle how they bake light?

  • @srumut
    @srumut Год назад +1

    What's the game in the cover photo?

  • @Sly_Harvey
    @Sly_Harvey Год назад

    Thanks so much

  • @whoisj
    @whoisj Год назад +5

    gotta be careful when saying "node based software" as the term "node" is highly overloaded in the space of computer science.
    NodeJS? graph node? execution node? other kind of node?
    that said, this is good stuff. as a professional software engineer, I approve this video - it has quite good and accurate content 👍

  • @toxicejosh8278
    @toxicejosh8278 Год назад +1

    what is the game from the cover photo

  • @aritra8421
    @aritra8421 Год назад

    Nice tutorial

  • @Weird_Quests
    @Weird_Quests Год назад +1

    I currently have a Razer Blade 14 2021 - 16GB RAM, 2TB fast SSD, 5900HX and 3070 Mobile 8GB VRAM specs - do you think this would be good enough to get started with Unity/Unreal?

  • @pptxn-tv4419
    @pptxn-tv4419 Год назад

    how do you get all the tutorial and samples on the left. mine doesnt have sNice tutorialt

  • @Novaprod-jn4kq
    @Novaprod-jn4kq Год назад

    i followed all these steps but when you are using sample that you have imported the program just bugs up.

  • @vrxy7687
    @vrxy7687 Год назад

    This is a good suggestion.

  • @paulamblard3836
    @paulamblard3836 Год назад +14

    i prefer the solution "don't make world bigger than what your team can handmade".
    i reduce a lot the effect "massive empty and boring game environments".

    • @royalecrafts6252
      @royalecrafts6252 Год назад +1

      Skyrim map feels great because of that, is big enough to have things to do without walking 2 hours without doing anything, doesnt seem procedural generated, I can tell it has a lot of hand placed structures just like gothic saga

  • @leanylauw
    @leanylauw Год назад

    the notes, just keep experinting until the notes harmonise and soft good together.

  • @moathsartworkshopvlog
    @moathsartworkshopvlog 6 месяцев назад

    I think the best way is to leave spots for manual installation for the important parts of the game and the rest is auto generated

  • @Pointcut
    @Pointcut Год назад

    Thank you for this insight, very interesting!

  • @asmaafifah1262
    @asmaafifah1262 Год назад

    FRRRR all the layering n buttons i cant keep up

  • @_bossofmc_mc5562
    @_bossofmc_mc5562 Год назад

    Garrett Evans Wow thank you Garrett, you've made my day!

  • @watercat1248
    @watercat1248 Год назад

    that is cool and all but personally like wean the have hand made stuff in the mixed

  • @moathsartworkshopvlog
    @moathsartworkshopvlog 6 месяцев назад

    also even the manually generated can be copy pasted and changed

  • @andresrebato9534
    @andresrebato9534 Год назад

    Thanks. This is great help for my project. I've been trying to find an undeniable proof that this world is flat.

  • @thisisacat2825
    @thisisacat2825 Год назад

    What is difference between soft12 and soft20??

  • @darshrathod8729
    @darshrathod8729 Год назад

    There's a video on In The setup's channel about free DAWs, alternatives, and even if you can't afford it you can "get" it. Not quite an