01 / TERRAIN · HOUDINI PCG

Procedural Biome程序化生物群系

Timi Studio, Tencent · Procedural content generation for shipped titles 腾讯天美工作室 · 为已上线项目做程序化内容生成
RoleTechnical Artist
StudioTimi · Tencent
FieldPCG · Biome
ToolsHoudini

As a Technical Artist working on procedural content generation (PCG), I shaped the visual identity of in-game worlds — using procedural techniques to deliver captivating, dynamic environments across two shipped titles.

作为参与程序化内容生成(PCG)的技术美术,我为游戏世界塑造视觉基调 —— 用程序化手法为两款已上线项目交付引人入胜、动态多变的环境。

Procedural biome overview
01DELTA FORCE · 2021.11–PRESENT

Delta Force — Biome Procedural Generation三角洲行动 —— 生物群系程序化生成

Designed and generated multiple environments through procedural pipelines. The work spans terrain data analysis, vegetation scattering, and geography-informed color grading — building the systems that give each landscape its own character.

通过程序化管线设计并生成多个环境。工作横跨地形数据分析、植被散布与基于地理信息的 色彩映射 —— 搭建让每片地貌拥有各自性格的系统。

Geographic data analysis地理数据分析 Through careful calculation and analysis of terrain information, multiple sets of geographic data are derived to drive downstream generation.通过对地形信息的细致计算与分析,导出多套地理数据,驱动下游生成。
Terrain appearance地形外观 Procedural terrain shading and layering that define how each landscape reads at a glance.程序化地形着色与分层,决定每片地貌的第一眼观感。
Vegetation scattering植被散布 Density and species of scattered vegetation driven by geography and biome masks.散布植被的密度与种类,由地理信息与生物群系遮罩驱动。
Geography-informed tint maps地理色彩映射 A color map based on geographic information tints both terrain and vegetation, boosting immersion and realism.基于地理信息的色彩图为地形与植被上色,提升沉浸感与真实感。
Geographic data analysis — strata
Terrain data analysis — strata & faults地形数据分析 —— 地层与断层
Geographic data analysis — feature extraction
Derived geographic data layers导出的地理数据层
Terrain with vegetation scattering and tint maps
Terrain appearance + vegetation scattering, tinted by geography地形外观 + 植被散布,按地理信息上色

In-Engine引擎画面

In-engine landscape 1
In-engine river valley
In-engine autumn grassland
02COD: MOBILE · 2021.07–11

Call of Duty: Mobile — Black Out使命召唤手游 —— Black Out

Contributed to the Black Out level by producing vegetation scattering — crafting realistic, visually striking landscapes through meticulous vegetation placement, within the fast-paced constraints of mobile.

参与 Black Out 关卡的植被散布制作 —— 在移动端快节奏的约束下,通过精细的植被摆放, 打造真实而醒目的地貌。

Vegetation scattering植被散布 Produced the Black Out level's vegetation — realistic placement tuned for mobile performance.制作 Black Out 关卡的植被 —— 面向移动端性能调优的真实摆放。
Mobile constraints移动端约束 Balanced visual density against the fast-paced, resource-limited mobile environment.在快节奏、资源受限的移动环境下平衡视觉密度。