This piece showcases my technical art workflow for building a large-scale, physically accurate landscape in UE 5.4. I handled the full environment pass, from procedural terrain generation in Gaea to designing and authoring a multi-layer automaterial that responds to slope, height, macro breakup, and weathering variations.
Technical Systems
To support rapid iteration and believable worldbuilding, I built a modular PCG setup for foliage and structural distribution. This included rule-based scattering, biome variation, and density controls tuned for early-stage performance testing.
I also established a light-weight optimization pipeline for this prototype: profiling material cost, validating Nanite behavior across the terrain, and configuring early HLOD settings for large structures. During this process, I identified and debugged a World Partition streaming issue, refining my workflow to maintain consistent performance while working at scale.
Tools / Tech
UE 5.4 (World Partition, PCG, Nanite, HLODs, Lumen), Gaea, Substance Designer/Painter, Blueprints, GPU/Rendering Profiling tools.