Procedural Parks and Playgrounds using Smart Shaders and PCG

I wanted to create dynamic parks and playgrounds for expansive city environments using a limited set of modular assets.

I began by assembling and customizing playground equipment using modular assets from Megascans, creating level instances and Blueprints per each equipment. To enhance diversity, I developed a custom shader that randomizes colors per instance based on world location, adding uniqueness and colorful variations per each blueprint without impacting performance.

Later, I created Blueprint-based park layouts that spawn different playground configurations, and integrated foliage and trees to complete each scene. Using Unreal Engine Procedural Content Generation (PCG) system, I built a workflow utilizing splines and blueprint tags to automatically spawn grass, cedar mulch, and fences. To unify these elements, I implemented a falloff system that smooths the transitions between surfaces, creating natural blends between grass, mulch, and play areas without harsh dividing lines.

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Procedural Large Scale City Environments

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Procedural Flowerbeds and Roundabouts