GAMES GATHERING 2020

Creating Decimated with Houdini and Unreal Engine

Talk recording: Creating Decimated with Houdini and Unreal Engine

Piero Fioretti

Hall:
Fire Hall (Art Track)

What the talk is about

Piero Fioretti, a technical artist at Decimated, shows how to build a procedural city generator in Houdini from scratch to speed up environment work. He starts with random points snapped to a grid, connects them into a road network, and builds the mesh with Poly Expand, resampling the curves so textures don't stretch. He then adds sidewalks with an adjustable offset from the road, raised above the street, plus props such as hydrants and streetlights via point scattering and Copy to Points. Buildings are placed along block outlines using normals, with special corner handling, and stand-in boxes can be swapped for real assets. Everything is exposed as HDA parameters. In the Q&A he suggests packing instances for optimization, splitting the city into chunks with PDG, and working mostly with points and lines. Useful for technical and environment artists exploring procedural generation.