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Here’s another study of creating environments, where I focused on building an efficient and flexible procedural workflow while maintaining a strong artistic direction.

This grassland environment was developed using Gaea 2 for terrain generation, helping achieve natural landforms and erosion patterns. The scene was brought into Unreal Engine 5, where I used Procedural Content Generation (PCG) to scatter vegetation and assets, allowing for a more iterative and non-destructive approach.

The tree was created in SpeedTree, with attention to natural form and optimization for real-time performance. The goal was to capture a calm, open grassland atmosphere while exploring composition, scale, and depth through lighting.

Voice is added using ElevenLabs

PCG Grass

Falling leaves created using niagara particles