If I May Speak Procedurally, Sir: Building The British Countryside Generator

We’re making our open-world game Sir, You Are Being Hunted using some procedural techniques. The most important of these generates the environment from raw scenery materials. This post details a little about how that process works.

The British Countryside Generator, as we’re calling it, is our procedural world engine for Sir You are Being Hunted. It’s plugged into Unity, which we are using as our overall development toolbox. It’s still a work in progress, but already delivers much of what we want for our game world, without us having to hand-place environmental features, as you might in traditional level editing. You can see some examples of the environments produced by our system here and here. (Continued below)
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On Structuring Things In Unity

Ok, so I’ve been using Unity to make games (and other interactive prototype work) for several years now. I’ve been the main coder on Fallen City (Our 15-month development for Channel4). Our audiovisual puzzler Avseq (which is en-route to Steam) was also rebuilt in Unity, and I’ve also coded a suite of android/iOS mobile games. Alongside these finished projects I spend a lot of time prototyping various procedural tech and other experiments, and of course working on our next game Sir, You Are Being Hunted.
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