Worldbuilding Pipeline at Twirlbound
ILIA TONEV
The main focus of the talk revolves around the techniques used for the creation of a worldbuilding pipeline for our studio Twirlbound. It features multiple biomes support and employs a hybrid approach for data editing (manual and procedural) in Unity Engine while accommodating multiple people working together simultaneously. As tangents to the main topic we will also explore: Techniques for working on large open-world terrain in a responsive manner, Our choice and reasoning of how we are managing large amounts of user input data, Secondary Pipelines - Watermesh Generation, Foliage Scattering, Gameplay Ingredient Scattering, and Houdini as a driver for Level and Game Design Decisions.