I created this project for the third module assignment of my Tech Art MSc at Escape Studios. We were tasked with creating a HDA that works in real-time within Unreal Engine, focusing on procedural modelling. I decided to create a castle wall generator that could crumble and be customised to get different iterations. My goal was to create a brick wall that could be integrated easily into a fantasy or historically themed game such as Elden Ring or Dark Souls III (both of which I used as references). I found the learning process on this project both challenging and tremendously rewarding when looking at how the final tool came out.
3 output examples
Real-time HDA in use within Unreal Engine
Overview of Castle Wall Generator within Unrel Engine
Overview of Castle Wall generator node tree evolution