Phase 1: Core Pipeline Stabilization

Procedural World Generation at Scale

Generate game-ready 3D environments for Unreal Engine 5 from real-world geographical data. Feed in a location — get back a fully assembled landscape with terrain, roads, vegetation, and buildings.

The Pipeline

Five automated steps from raw geographical data to playable Unreal Engine 5 worlds.

1
Data Acquisition

Python scripts download OpenStreetMap vector data via the Overpass API and Digital Elevation Models (DEMs) from SRTM, ALOS, and USGS sources for any location on Earth.

2
Tile Splitting

Slice the world into 5km × 5km UTM-aligned tiles — enabling parallel processing and efficient streaming of massive landscapes.

3
Procedural Generation

Houdini PDG processes tiles in parallel — generating terrain meshes, road networks, foliage distribution, and building footprints from raw geospatial data.

4
Post-Processing

Convert DEM tiles to 16-bit grayscale heightmap PNGs and generate PCG-ready point cloud CSVs — the native import formats for Unreal Engine 5.

5
World Assembly

Import heightmaps and PCG point clouds into Unreal Engine 5 to produce a fully assembled, playable landscape with vegetation, water bodies, and infrastructure.

Built With

Industry-standard tools powering a cutting-edge procedural pipeline.

Houdini PDG

Parallel tile processing and procedural mesh generation at production scale.

Unreal Engine 5

Target runtime for landscape import, PCG assembly, Nanite geometry, and Lumen lighting.

OpenStreetMap

Real-world geographical data — roads, buildings, water bodies, vegetation, and infrastructure.

Python GIS Pipeline

Automated scripts for Overpass API ingestion, GeoJSON conversion, UTM projection, and DEM heightmap processing.

Custom Technical Art & Pipeline Automation

Are you building virtual production sets, serious simulation environments, or open-world games? Our engineering squad builds bespoke procedural tooling, Houdini Digital Assets (HDAs), and Unreal Engine 5 PCG graph integrations tailored to your studio's technical constraints.