Military Logistics Simulator
UE5 · World building · Technical art
Military Logistics Simulator — hero
Project · Military Logistics Simulator (UE5)

Open‑World Logistics
and Systemic World Building

Large-scale military logistics simulation with a fully traversable mountain world, dense road network, procedural dressing, photogrammetry assets, and gameplay-support world systems.

Featured Project — Military Logistics Simulator (UE5)

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.

My role / ownership

  • Art direction and ownership of the game world (look, cohesion, locations, readability)
  • End-to-end environment production: landscape sculpting, foliage, set dressing, and POIs
  • Road network creation + decoration of cities and gameplay-critical areas (base, bunker, refugee camp, etc.)
  • PCG world dressing (rocks, branches, bushes, clutter, rubble/trash in cities)
  • Custom photogrammetry assets (my own rock scans, primarily Sardinia)
  • Technical Art & systems: shaders, world events, interaction features, and gameplay-support Blueprint work
MLS base screenshot

World building & layout

World 1 World 2 World 3 World 4

PCG & environment 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.

  • Rocks, vegetation, debris, urban clutter
  • Manual overrides for key POIs and player routes
  • Stable performance: instancing, LODs, material complexity discipline
PCG / landscape screenshot

Photogrammetry pipeline

Photogrammetry 1 Photogrammetry 2 Photogrammetry 3

Scanned with drone & DSLR, processed and optimized into production-ready assets (materials, LODs, collision), then used across the world and PCG dressing.

Gameplay-support systems (Blueprints)

Implemented environment-driven gameplay systems and supporting frameworks in Blueprints, including random world events and interaction logic connected to locations and progression.

  • Random world events (e.g., fires, avalanches)
  • Triggers, POI logic, state hooks, debug helpers
  • Close collaboration with gameplay and engineering

Gallery

POI 1 POI 2 POI 3

Selected work