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Unannounced Survival Craft Project (Thicket)

This is a prototype level of a project I've been working on for some time now at Humble Sage Games. It has been a great learning experience for getting used to the new PCG system within UE5 as almost all of the asset placement on the level is controlled via PCGs. I've also learned a great deal about optimisations with nanite, lumen and VSMs, something that was crucial to get this level to a playable fps even on medium to high end systems.

Huge shout out to the rest of the team for all the other various aspects of the level including the coding, sound design and level design.

a look at the splines that controlled the placement of the PCGs, colour coded to help keep track of which splines were which

a look at the splines that controlled the placement of the PCGs, colour coded to help keep track of which splines were which

This was the PCG that governed almost all of the vegetation asset placement along with some of the rocks as well.

This was the PCG that governed almost all of the vegetation asset placement along with some of the rocks as well.

Here is what the sub graph looked like for the tree placement

Here is what the sub graph looked like for the tree placement

a simple subgraph to remove placed assets from an area with an obstructor tag

a simple subgraph to remove placed assets from an area with an obstructor tag

Here is a subgraph that was the instructions on how to place assets around trees that were already spawned within the world

Here is a subgraph that was the instructions on how to place assets around trees that were already spawned within the world