Procedural World Generation System
Artist-driven, fully automated world-building pipeline
This project showcases a fully procedural world generation system developed using Houdini and Unreal Engine.
The entire pipeline is automated end-to-end, with no manual placement at any stage — from terrain and roads to districts, buildings, props, and PCG-driven environments.
The system is designed to support rapid iteration, scalability, and large world variety based on sketch inputs, rules, and DataTable-driven configuration.
Project Overview
The goal of this project was to build a robust procedural pipeline capable of generating diverse, large-scale worlds in a fast and controllable way.
All content is generated procedurally based on artist-defined inputs, rules, and parameters, allowing worlds to be rebuilt or modified in minutes without manual intervention.
The pipeline supports incremental updates, meaning individual components (such as props, layouts, or biomes) can be regenerated independently without recomputing the entire world.
My Role
This project was developed as part of a small core team at Exists.
My responsibility focused on the design and implementation of the procedural world generation systems, including:
End-to-end procedural pipeline architecture
Houdini system design (HDAs, VEX, PDG workflows)
Procedural terrain, road, and district generation
Rule-based building placement and urban layout logic
Gameplay-aware prop and spawn location systems
Incremental rebuild logic for fast iteration
Houdini ↔ Unreal Engine integration
Unreal Engine PCG workflows and DataTable-driven control
I led the design and implementation of the procedural world-generation systems demonstrated in the video.
System Highlights
Fully procedural, end-to-end world generation pipeline
No manual placement at any stage of the process
Artist-driven workflows with real-time iteration
Rule-based district and building layout systems
Street-aware building placement logic
Gameplay-driven prop and spawn location generation
Incremental updates without full system regeneration
Parallelized PDG workflows for performance and scalability
Universal PCG framework capable of generating a vast range of diverse biomes within a single, unified procedural pipeline.
Tools & Technologies
Houdini — HDAs, VEX, PDG, procedural geometry systems
Unreal Engine 5 — PCG, DataTables, Landscape, world integration
Procedural data-driven pipelines
Performance-oriented system design
Project Context
This system was developed as a long-term R&D effort focused on scalable world generation.
While the underlying technology is complex, the primary goal was to keep the workflows intuitive and artist-friendly, allowing complex worlds to be generated through simple inputs and high-level control.
The project emphasizes automation, consistency, and flexibility — enabling the creation of many unique worlds using the same procedural foundation.
Video Notes
The video demonstrates:
Artist-driven world input and generation
Multiple unique worlds generated from the same pipeline
Procedural roads, districts, and building layouts
Incremental updates and PCG-driven environment changes
Fully automated workflows without manual placement
Project Disclaimer
This project was developed as part of a professional production at Exists.
All systems and content shown are the intellectual property of Exists and are shared here for portfolio and presentation purposes only.