Procedural World Generation in Unreal with Houdini

Original price was: €289.00.Current price is: €169.00.

Learn procedural content generation (PCG) in this course, using Unreal Engine and Houdini. Create scalable, reusable game assets and environments tailored for developers and artists seeking creative efficiency and innovation.

4 hours
  27 lessons
  Intermediate

Explore the practical applications of procedural content generation (PCG). This course teaches you to create scalable, reusable game assets and environments using Unreal Engine and Houdini.
It’s tailored for developers and artists applying PCG techniques for efficient level design and interactive gameplay development.
By the end of the course, you’ll have the skills to generate complex, visually stunning, and performance-optimised environments that enhance gameplay and improve development efficiency. Whether you’re a game designer, level artist, or technical developer, this course will elevate your content creation process.

Course leader: Daniel Rashidi

Daniel Rashidi has 15 years of experience in the game development industry, serving as a senior technical artist and technical art director on both indie and AAA projects, including Battlefield and Battlefront.

During Daniel’s career, he has worked with talented coworkers at renowned companies such as Blizzard, DICE, and Starbreeze.

In recent years, Danial has transitioned to freelancing and game development, allowing him to focus on the areas of game development he is most passionate about. For the past five years, Danial’s primary focus has been procedural generation, which he describes as a fascinating tool for creating immersive, dynamic, and unique game worlds.

Whether it’s small or large systems, Daniel describes procedural generation as a powerful tool for iterating quickly when developing a game.

 

Course Outline

Module 1: Overview of Procedural Content Design

  • Introduction

Module 2: Setup of the Foundation

  • Setting up Houdini
  • Testing Plugin
  • Large Scale
  • Setting up basic HDA
  • Setting up inputs and outputs
  • Creating the interface
  • Ensuring that we can build automatically

Module 3: Adding modules to the World Generation Setup

  • Terrain module modification
  • Update the interface to reflect multiple HDA
  • Exporting changes as an additive layer
  • Scattering assets
  • Replacing the forest with trees
  • POIs
  • Landscape painting

Module 4: Real World use Case

  • Using tool to create Island
  • Trees affecting the terrain
  • Spawning gameplay elements

Module 5: Future Steps

  • Plan your work
  • Optimisations
  • Building a large world

Module 6: Conclusion

  • Expected takeaways

Note: Some of the steps in the modules above require a Houdini license*

Course modules

Achievements, Setting up Houdini, Setting up base level, Setting up basic Houdini pipeline, Setting up interface, Dividing the pipeline into different modules, Exporting module, Terrain Modifications module, POIs, Paths, Cliffs, Biomes, Spawning gameplay elements, Using the data from Houdini with PCG

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