Large-scale vehicle-focused simulation set in mountainous terrain. Shipped on Steam. I owned visual direction and technical implementation of the game world — from terrain and road networks to PCG dressing, photogrammetry integration, materials/shaders, and gameplay-support Blueprint systems.
PCG is used to scale set dressing while keeping manual control over gameplay-critical areas. Distribution logic is driven by masks/slope/biome rules, with performance-aware instancing and LOD strategy.
Scanned with drone & DSLR, processed and optimized into production-ready assets (materials, LODs, collision), then used across the world and PCG dressing.
Implemented environment-driven gameplay systems and supporting frameworks in Blueprints, including random world events and interaction logic connected to locations and progression.