how are massive game environments made?

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  • เผยแพร่เมื่อ 8 ม.ค. 2025

ความคิดเห็น • 419

  • @StylizedStation
    @StylizedStation  18 วันที่ผ่านมา

    🐣 Grab all of our courses for LESS THAN the price of one(first 100 members only): courses.stylizedstation.com/

  • @SirPembertonS.Crevalius
    @SirPembertonS.Crevalius 2 ปีที่แล้ว +1126

    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 2 ปีที่แล้ว +47

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

    • @merccc1
      @merccc1 2 ปีที่แล้ว +19

      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 2 ปีที่แล้ว +12

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

    • @randomstuffradar6248
      @randomstuffradar6248 2 ปีที่แล้ว +3

      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 2 ปีที่แล้ว +5

      @@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.

  • @ErikNiceBoy
    @ErikNiceBoy 2 ปีที่แล้ว +433

    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 2 ปีที่แล้ว +23

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

    • @ioaz4579
      @ioaz4579 2 ปีที่แล้ว +1

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

    • @ishaansharma4325
      @ishaansharma4325 2 ปีที่แล้ว +10

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

  • @leucome
    @leucome 2 ปีที่แล้ว +414

    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 2 ปีที่แล้ว +3

      Alos splines help with setting up pathfinding data

    • @winger6314
      @winger6314 2 ปีที่แล้ว +1

      Umm what game is in the thumbnail

    • @Wolta
      @Wolta 2 ปีที่แล้ว +4

      Reticulating Splines

    • @bruninhohenrri
      @bruninhohenrri ปีที่แล้ว

      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 11 หลายเดือนก่อน +3

      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.

  • @unfgames
    @unfgames 2 ปีที่แล้ว +159

    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 2 ปีที่แล้ว

      So any big project in any field?

    • @SniffyPoo
      @SniffyPoo 2 ปีที่แล้ว +1

      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 2 ปีที่แล้ว +2

      @@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 ปีที่แล้ว +4

      @@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 ปีที่แล้ว +1

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

  • @WilliumBobCole
    @WilliumBobCole 2 ปีที่แล้ว +72

    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 2 ปีที่แล้ว

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

    • @biqbicle4982
      @biqbicle4982 2 ปีที่แล้ว +1

      @@meatbleed yes.... AI

    • @lune5289
      @lune5289 ปีที่แล้ว +1

      YES

    • @savageYP
      @savageYP ปีที่แล้ว

      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.

  • @Marc142000
    @Marc142000 2 ปีที่แล้ว +41

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

    • @bayram00
      @bayram00 4 หลายเดือนก่อน +1

      Can you elaborate?

    • @rodolfolorote9059
      @rodolfolorote9059 2 หลายเดือนก่อน

      ​@@bayram00 crunch means overworking your staff to get your product done in a small amount of time

  • @Gr8GooseYouTube
    @Gr8GooseYouTube 2 ปีที่แล้ว +2

    This TH-cam 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.

  • @RecOgMission
    @RecOgMission 2 ปีที่แล้ว +20

    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.

  • @oglothenerd
    @oglothenerd 8 หลายเดือนก่อน +6

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

  • @RSpudieD
    @RSpudieD 2 ปีที่แล้ว +13

    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!

  • @anytng999
    @anytng999 7 หลายเดือนก่อน +2

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

  • @neo8742
    @neo8742 2 ปีที่แล้ว +1

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

  • @SteamingPotProductions
    @SteamingPotProductions 2 ปีที่แล้ว +5

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

  • @geekygreek7
    @geekygreek7 2 ปีที่แล้ว +34

    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.

  • @P4nem___Et___C1rcenses
    @P4nem___Et___C1rcenses ปีที่แล้ว +4

    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.

  • @YokoBomo
    @YokoBomo 5 หลายเดือนก่อน

    your passion for your content is infectious, keep it up!

  • @zainmushtaq4347
    @zainmushtaq4347 2 ปีที่แล้ว +2

    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 :)

  • @erico.6162
    @erico.6162 ปีที่แล้ว

    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.

  • @4bangerkovaaks
    @4bangerkovaaks 2 ปีที่แล้ว +2

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

  • @kelceyclark9917
    @kelceyclark9917 ปีที่แล้ว +1

    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

  • @HD-GAMES
    @HD-GAMES ปีที่แล้ว +2

    How do companies design giant games and the performance remains stable, while we just put a few things, the game becomes heavy

  • @dxk65
    @dxk65 2 ปีที่แล้ว +2

    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

  • @vledermaus
    @vledermaus 2 ปีที่แล้ว +5

    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.

  • @hemanthsaji3606
    @hemanthsaji3606 2 ปีที่แล้ว

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

  • @spotlyfe5205
    @spotlyfe5205 2 ปีที่แล้ว

    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

  • @arne1881
    @arne1881 2 ปีที่แล้ว +1

    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.

  • @jerizignacio5680
    @jerizignacio5680 ปีที่แล้ว

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

  • @3nvy_
    @3nvy_ 2 ปีที่แล้ว +2

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

  • @arcanep
    @arcanep 8 หลายเดือนก่อน

    this is why unreal engine dynamic meshes are so dope nowdays

  • @TheRunningSongs
    @TheRunningSongs 2 ปีที่แล้ว +95

    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!

  • @the3rdimension
    @the3rdimension 2 ปีที่แล้ว +2

    So yeah, Environment art is pretty cool🤘

  • @gamerbasxd
    @gamerbasxd 2 ปีที่แล้ว +1

    WOW!! TYSM for this vid!!

  • @the3rdimension
    @the3rdimension 2 ปีที่แล้ว +8

    More about modular kits please

  • @edpe92
    @edpe92 2 ปีที่แล้ว +2

    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.

  • @sashragesh
    @sashragesh ปีที่แล้ว +1

    i'm a 3d artist i still wonder how tf they made read dead redemption 2, it's just insane

  • @_bossofmc_mc5562
    @_bossofmc_mc5562 2 ปีที่แล้ว

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

  • @safwanm3377
    @safwanm3377 2 ปีที่แล้ว +1

    Everyone gansta till blender geometry nodes

  • @xHyphen
    @xHyphen ปีที่แล้ว

    Great video, easy to understand but very valuable!

  • @backforblood3421
    @backforblood3421 2 ปีที่แล้ว

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

  • @EmolineFox
    @EmolineFox 2 ปีที่แล้ว +1

    Thanks I’m making a game and this really helped

  • @soodiudiu3834
    @soodiudiu3834 2 ปีที่แล้ว +3

    Horse pooping at 2:08

  • @acay5722
    @acay5722 ปีที่แล้ว

    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

  • @parkerr080
    @parkerr080 2 ปีที่แล้ว +1

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

  • @Curious_Skeptic
    @Curious_Skeptic ปีที่แล้ว

    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.

  • @screeb1790
    @screeb1790 2 ปีที่แล้ว +1

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

  • @ze_darku_magician5504
    @ze_darku_magician5504 11 หลายเดือนก่อน

    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.

  • @Kinos141
    @Kinos141 2 ปีที่แล้ว

    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.

  • @alexandermadrid7791
    @alexandermadrid7791 2 ปีที่แล้ว +1

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

  • @NoFuqinIdea
    @NoFuqinIdea 8 หลายเดือนก่อน

    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 :}

  • @caldarinavyfleet
    @caldarinavyfleet 2 ปีที่แล้ว +14

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

    • @KamKalam
      @KamKalam 2 ปีที่แล้ว

      Same process

    • @sechmascm
      @sechmascm 2 ปีที่แล้ว

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

  • @MTVENGE
    @MTVENGE 2 ปีที่แล้ว

    I am a third of the way through binging your channel

  • @rou_y
    @rou_y 2 ปีที่แล้ว

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

  • @t4cet
    @t4cet 2 ปีที่แล้ว +1

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

  • @func_e
    @func_e 2 ปีที่แล้ว

    definitely bookmarking this

  • @eightyz
    @eightyz 2 ปีที่แล้ว

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

  • @NourArt02
    @NourArt02 2 ปีที่แล้ว +5

    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.

  • @hueychoi1266
    @hueychoi1266 2 ปีที่แล้ว

    5 seconds before you said thats a bit boring I was like dude thats sick

  • @yey2wavy999
    @yey2wavy999 2 ปีที่แล้ว

    Thanks for the info!

  • @shinichiizumi2242
    @shinichiizumi2242 2 ปีที่แล้ว +5

    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

  • @Alpatrixx
    @Alpatrixx ปีที่แล้ว +1

    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)

  • @ai_is_a_great_place
    @ai_is_a_great_place 2 ปีที่แล้ว +1

    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.

  • @herelous2911
    @herelous2911 2 ปีที่แล้ว

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

  • @diddykong7354
    @diddykong7354 ปีที่แล้ว +1

    and yet somehow these triple a devs with a game supposedly costing 50 million+ come out buggy broken and with awful maps and apparently 3 years isnt enough meanwhile you have this tech that supposedly makes environments on its own in less than an hour.

    • @maalikserebryakov
      @maalikserebryakov 3 หลายเดือนก่อน +1

      welcome to the power of DEI

  • @karolgodlewski6018
    @karolgodlewski6018 2 ปีที่แล้ว

    I love the short form factor

  • @darshrathod8729
    @darshrathod8729 2 ปีที่แล้ว

    There's a video on In The setup's channel about free DAWs, alternatives, and even if you can't afford it you can "get" it. Not quite an

  • @danilopereira9756
    @danilopereira9756 2 ปีที่แล้ว

    the game in the thumb is Lightyear Frontier

  • @ethancotton1549
    @ethancotton1549 2 ปีที่แล้ว

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

  • @toxicejosh8278
    @toxicejosh8278 ปีที่แล้ว +1

    what is the game from the cover photo

  • @baconkid8891
    @baconkid8891 2 ปีที่แล้ว +1

    dope
    thx for the info

  • @arielortiz3150
    @arielortiz3150 2 ปีที่แล้ว +1

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

  • @Lu0mnis
    @Lu0mnis 9 หลายเดือนก่อน

    I finally found what I want in my life, I'm crying with joy

  • @johnhart5953
    @johnhart5953 2 ปีที่แล้ว

    I want the game in the thumbnail to be real, it looks like a steambot chronicles type game.

  • @zine_eddinex24
    @zine_eddinex24 2 ปีที่แล้ว

    cool keep good work 👍🏼

  • @MVARTZ
    @MVARTZ 2 ปีที่แล้ว +1

    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?

  • @xskrish
    @xskrish 2 ปีที่แล้ว

    Really insightful

  • @SareenApparel
    @SareenApparel ปีที่แล้ว

    That horse took a fat poop at 02:10

  • @overdev1993
    @overdev1993 2 ปีที่แล้ว

    on the other hand your game will look like Skyrim where it's really noticable the reappearing bulílding parts
    but I guess it's how you do modular environments

  • @andresrebato9534
    @andresrebato9534 2 ปีที่แล้ว

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

  • @leanylauw
    @leanylauw 2 ปีที่แล้ว

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

  • @Thesupperals
    @Thesupperals ปีที่แล้ว

    I know that Gia or Gaea can randomly generate environments, but is that all it can do? Is there a way where you can change the art style? Or at least create an art style and have the software mimic and duplicate the style of art so that we don't have to do ALL of the work? If so, what application?

  • @amorarubus333
    @amorarubus333 ปีที่แล้ว

    just remember that the word procedural, comes from "procedure". it's not witchcraft, the program just follow an algorithm (set of simple steps) to generate something based on rules.

  • @Novaprod-jn4kq
    @Novaprod-jn4kq 2 ปีที่แล้ว

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

  • @Shadows_101
    @Shadows_101 ปีที่แล้ว +1

    is this video from a game? that mage running around.. what game is this ?

  • @abenezertena6441
    @abenezertena6441 2 ปีที่แล้ว

    Wow I learned a lot

  • @MrThangHam
    @MrThangHam 2 ปีที่แล้ว

    Combine procedural generating with procedural meshing and we will truly get an open world. We are living in 2022 and storing over 100 GB of memory for a game with a very large map and where you can interact with every props is no problem in my eyes.

    • @poggestfrog
      @poggestfrog ปีที่แล้ว

      the problem is that the world will become samey. No Man's Sky does this and although it's pretty, the worlds feel quite repetitive after just a few planets.

  • @vrxy7687
    @vrxy7687 2 ปีที่แล้ว

    This is a good suggestion.

  • @moathsartworkshopvlog
    @moathsartworkshopvlog ปีที่แล้ว

    I think the best way is to leave spots for manual installation for the important parts of the game and the rest is auto generated

  • @Weird_Quests
    @Weird_Quests 2 ปีที่แล้ว +1

    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 2 ปีที่แล้ว +2

      Yeah it's good enough

  • @srumut
    @srumut 2 ปีที่แล้ว +1

    What's the game in the cover photo?

  • @stevenlambert9731
    @stevenlambert9731 11 หลายเดือนก่อน

    WHat's that 1st game? It looks fun

  • @asmaafifah1262
    @asmaafifah1262 2 ปีที่แล้ว

    FRRRR all the layering n buttons i cant keep up

  • @danielrandall4836
    @danielrandall4836 2 ปีที่แล้ว

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

  • @mestesso2174
    @mestesso2174 2 ปีที่แล้ว +1

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

  • @richardkush4450
    @richardkush4450 2 ปีที่แล้ว

    That is indeed pretty cool :D

  • @pptxn-tv4419
    @pptxn-tv4419 2 ปีที่แล้ว

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

  • @eightatheart_music
    @eightatheart_music 2 ปีที่แล้ว

    As soon as you said procedural I knew NMS would be named

  • @mudo4382
    @mudo4382 2 ปีที่แล้ว +1

    What game is on thumbnail?

  • @notanut557
    @notanut557 2 ปีที่แล้ว

    Whats the game featured in the thumbnail?

  • @KRG30001
    @KRG30001 2 ปีที่แล้ว

    This is why people need to chill when they hear procedural