how are massive game environments made?

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Пікірлер: 408

  • @SirPembertonS.Crevalius
    @SirPembertonS.Crevalius Жыл бұрын

    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

    Жыл бұрын

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

  • @merccc1

    @merccc1

    Жыл бұрын

    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

    Жыл бұрын

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

  • @randomstuffradar6248

    @randomstuffradar6248

    Жыл бұрын

    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

    Жыл бұрын

    @@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 Жыл бұрын

    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

    Жыл бұрын

    Alos splines help with setting up pathfinding data

  • @winger6314

    @winger6314

    Жыл бұрын

    Umm what game is in the thumbnail

  • @Wolta

    @Wolta

    Жыл бұрын

    Reticulating Splines

  • @bruninhohenrri

    @bruninhohenrri

    Жыл бұрын

    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 ай бұрын

    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 Жыл бұрын

    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

    Жыл бұрын

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

  • @ioaz4579

    @ioaz4579

    Жыл бұрын

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

  • @ishaansharma4325

    @ishaansharma4325

    Жыл бұрын

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

  • @unfgames
    @unfgames Жыл бұрын

    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

    Жыл бұрын

    So any big project in any field?

  • @SniffyPoo

    @SniffyPoo

    Жыл бұрын

    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

    Жыл бұрын

    @@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

    Жыл бұрын

    @@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

    Жыл бұрын

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

  • @Marc142000
    @Marc142000 Жыл бұрын

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

  • @RecOgMission
    @RecOgMission Жыл бұрын

    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 Жыл бұрын

    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

    Жыл бұрын

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

  • @biqbicle4982

    @biqbicle4982

    Жыл бұрын

    @@meatbleed yes.... AI

  • @lune5289

    @lune5289

    Жыл бұрын

    YES

  • @savageYP

    @savageYP

    Жыл бұрын

    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 Жыл бұрын

    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!

  • @SteamingPotProductions
    @SteamingPotProductions Жыл бұрын

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

  • @neo8742
    @neo8742 Жыл бұрын

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

  • @zainmushtaq4347
    @zainmushtaq4347 Жыл бұрын

    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 :)

  • @geekygreek7
    @geekygreek7 Жыл бұрын

    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.

  • @Gr8GooseYouTube
    @Gr8GooseYouTube Жыл бұрын

    This KZread 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.

  • @4bangerkovaaks
    @4bangerkovaaks Жыл бұрын

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

  • @erico.6162
    @erico.616210 ай бұрын

    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.

  • @hemanthsaji3606
    @hemanthsaji3606 Жыл бұрын

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

  • @spotlyfe5205
    @spotlyfe5205 Жыл бұрын

    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

  • @3nvy_
    @3nvy_ Жыл бұрын

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

  • @backforblood3421
    @backforblood3421 Жыл бұрын

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

  • @TheRunningSongs
    @TheRunningSongs Жыл бұрын

    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!

  • @MRreallyhappysmiley

    @MRreallyhappysmiley

    Жыл бұрын

    Second this!

  • @screeb1790
    @screeb1790 Жыл бұрын

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

  • @vledermaus
    @vledermaus Жыл бұрын

    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.

  • @EmolineFox
    @EmolineFox Жыл бұрын

    Thanks I’m making a game and this really helped

  • @kelceyclark9917
    @kelceyclark991711 ай бұрын

    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

  • @xHyphen
    @xHyphen11 ай бұрын

    Great video, easy to understand but very valuable!

  • @eightyz
    @eightyz Жыл бұрын

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

  • @dxk65
    @dxk65 Жыл бұрын

    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

  • @nenaun
    @nenaun Жыл бұрын

    Thanks for the info!

  • @rou_y
    @rou_y Жыл бұрын

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

  • @gamerbasxd
    @gamerbasxd Жыл бұрын

    WOW!! TYSM for this vid!!

  • @oglothenerd
    @oglothenerd24 күн бұрын

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

  • @the3rdimension
    @the3rdimension Жыл бұрын

    More about modular kits please

  • @baconkid8891
    @baconkid8891 Жыл бұрын

    dope thx for the info

  • @arne1881
    @arne1881 Жыл бұрын

    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.

  • @Curious_Skeptic
    @Curious_Skeptic9 ай бұрын

    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.

  • @parkerr080
    @parkerr080 Жыл бұрын

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

  • @the3rdimension
    @the3rdimension Жыл бұрын

    So yeah, Environment art is pretty cool🤘

  • @Craki_
    @Craki_6 ай бұрын

    Thanks !!

  • @xskrish
    @xskrish Жыл бұрын

    Really insightful

  • @caldarinavyfleet
    @caldarinavyfleet Жыл бұрын

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

  • @KamKalam

    @KamKalam

    Жыл бұрын

    Same process

  • @sechmascm

    @sechmascm

    Жыл бұрын

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

  • @ILikeAmazingThings
    @ILikeAmazingThings Жыл бұрын

    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.

  • @soodiudiu3834
    @soodiudiu3834 Жыл бұрын

    Horse pooping at 2:08

  • @arcanep
    @arcanep25 күн бұрын

    this is why unreal engine dynamic meshes are so dope nowdays

  • @func_e
    @func_e Жыл бұрын

    definitely bookmarking this

  • @alexandermadrid7791
    @alexandermadrid7791 Жыл бұрын

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

  • @Sly_Harvey
    @Sly_Harvey Жыл бұрын

    Thanks so much

  • @nguyentrungtrinh6752
    @nguyentrungtrinh6752 Жыл бұрын

    Thanks!

  • @Kinos141
    @Kinos141 Жыл бұрын

    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 Жыл бұрын

    Wow I learned a lot

  • @acay5722
    @acay5722 Жыл бұрын

    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

  • @zine_eddinex24
    @zine_eddinex24 Жыл бұрын

    cool keep good work 👍🏼

  • @t4cet
    @t4cet Жыл бұрын

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

  • @MVARTZ
    @MVARTZ Жыл бұрын

    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?

  • @ethancotton1549
    @ethancotton1549 Жыл бұрын

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

  • @jerizignacio5680
    @jerizignacio5680 Жыл бұрын

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

  • @Arddy
    @Arddy Жыл бұрын

    Love your content!

  • @AflorAStudios
    @AflorAStudios Жыл бұрын

    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!

  • @karolgodlewski6018
    @karolgodlewski6018 Жыл бұрын

    I love the short form factor

  • @shibernyan2009
    @shibernyan2009 Жыл бұрын

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

  • @22.nguyentienhung79
    @22.nguyentienhung79 Жыл бұрын

    Thank you

  • @NoFuqinIdea
    @NoFuqinIdeaАй бұрын

    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 :}

  • @vrxy7687
    @vrxy7687 Жыл бұрын

    This is a good suggestion.

  • @edpe92
    @edpe92 Жыл бұрын

    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.

  • @herelous2911
    @herelous2911 Жыл бұрын

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

  • @whoisj
    @whoisj Жыл бұрын

    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 👍

  • @shinichiizumi2242
    @shinichiizumi2242 Жыл бұрын

    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

  • @autisticbluesloth5244

    @autisticbluesloth5244

    Жыл бұрын

    ubisoft has different game studios

  • @richardkush4450
    @richardkush4450 Жыл бұрын

    That is indeed pretty cool :D

  • @mestesso2174
    @mestesso2174 Жыл бұрын

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

  • @Local_Nerd
    @Local_Nerd Жыл бұрын

    Thanks

  • @rizu1444
    @rizu1444 Жыл бұрын

    Nice tutorialiii

  • @ze_darku_magician5504
    @ze_darku_magician55043 ай бұрын

    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.

  • @danilopereira9756
    @danilopereira9756 Жыл бұрын

    the game in the thumb is Lightyear Frontier

  • @pptxn-tv4419
    @pptxn-tv4419 Жыл бұрын

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

  • @aritra8421
    @aritra8421 Жыл бұрын

    Nice tutorial

  • @andresrebato9534
    @andresrebato9534 Жыл бұрын

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

  • @safwanm3377
    @safwanm3377 Жыл бұрын

    Everyone gansta till blender geometry nodes

  • @JJesterB3VODs
    @JJesterB3VODs Жыл бұрын

    very interesting video! whats the game in the thumbnail?

  • @_bossofmc_mc5562
    @_bossofmc_mc5562 Жыл бұрын

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

  • @Alpatrixx
    @Alpatrixx Жыл бұрын

    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)

  • @smepable
    @smepable Жыл бұрын

    Very interesting

  • @ai_is_a_great_place
    @ai_is_a_great_place Жыл бұрын

    I can't wait for: GTA 6, Elder Scrolls 6,and Witcher 4. Also, only cus odyssey was so good graphically, the next next gen Assassins creed game.

  • @anytng999
    @anytng9996 күн бұрын

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

  • @MTVENGE
    @MTVENGE Жыл бұрын

    I am a third of the way through binging your channel

  • @arielortiz3150
    @arielortiz3150 Жыл бұрын

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

  • @Jovexternity
    @Jovexternity Жыл бұрын

    what did you use in 0:15?

  • @Novaprod-jn4kq
    @Novaprod-jn4kq Жыл бұрын

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

  • @toxicejosh8278
    @toxicejosh8278 Жыл бұрын

    what is the game from the cover photo

  • @Lucasxd331
    @Lucasxd3317 ай бұрын

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

  • @VIoletteVI17
    @VIoletteVI17 Жыл бұрын

    Help pls what the game in preview?

  • @Pointcut
    @Pointcut Жыл бұрын

    Thank you for this insight, very interesting!

  • @zoltraak941
    @zoltraak941 Жыл бұрын

    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.

  • @Weird_Quests
    @Weird_Quests Жыл бұрын

    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?

  • @Ryusakiiii

    @Ryusakiiii

    Жыл бұрын

    Yeah it's good enough

  • @stevenlambert9731
    @stevenlambert97314 ай бұрын

    WHat's that 1st game? It looks fun

  • @srumut
    @srumut Жыл бұрын

    What's the game in the cover photo?

  • @watercat1248
    @watercat1248 Жыл бұрын

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

  • @danielrandall4836
    @danielrandall4836 Жыл бұрын

    DUDE, I got so frustrated 'cause of that problem, thanks a lot!

  • @blesso7am745
    @blesso7am745 Жыл бұрын

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

  • @asmaafifah1262
    @asmaafifah1262 Жыл бұрын

    FRRRR all the layering n buttons i cant keep up

  • @leanylauw
    @leanylauw Жыл бұрын

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

  • @NourArt02
    @NourArt02 Жыл бұрын

    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.

  • @thomasharris9059

    @thomasharris9059

    Жыл бұрын

    No shit