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WorldKit - A new way to make large scale worlds for games and multimedia

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0 comments, last by Adam Brown 5 years, 5 months ago

Today I would like to introduce you to a tool that I've been working on that provides a completely new and unique way to build large scale worlds for Unity. For a full detailed description, and video see the Kickstarter that just launched today here: https://www.kickstarter.com/projects/abrown/worldkit-streamlined-world-building/

For a detailed video see YouTube here: 

Here are some of the highlights:

  • Generate large detailed worlds in seconds with a couple clicks
  • Modify the shape and layout of your world easily with paint-like tools
  • Place your rivers mountains and features exactly where you want them quickly and easily just by drawing splines
  • Get a set of distinct and interesting looking terrain types built in that flow together seamlessly
  • Adjust the detail scale of your world quickly with a slider which lets you adjust the size of the terrain features without disrupting your overall layout
  • Export a static mesh, full terrain textures, or texture tiles for elevation and masks ready for direct import into UE4 using World Composition

The alpha is going to be available to Kickstarter backers in March.

I worked with GrimFox Games to use the alpha build of WorldKit to produce the world used in RoboGenesis. Below are some screenshots of the WorldKit project for RoboGenesis, along with some in-engine screenshots of the world.

Here are some screenshots showing the WorldKit project for RoboGenesis:

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Here are some screenshots showing the world in-engine:

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In the interest of full transparency, here is a list of other content used in the RoboGenesis screenshots to show off the terrain:

  • In-house terrain shader
  • In-house atmospherics
  • In-house fog shader
  • In-house water shader
  • Textures from Quixel Mixer
  • Foliage from SpeedTree
  • Rendered in Unreal Engine 4

The entire world for RoboGenesis took about two hours of work to design in WorldKit. All of the basic landforms and terrain were there on export from WorldKit. About 10 hours were spent in engine tweaking and modifying the terrain to be suitable for gameplay. Modifications included better definition and refining of rivers, smoothing of shorelines, adding ramps to get between some terrain levels, addition of lakes in some areas and smoothing minor anomalies in the terrain.

Let me know if you have any questions, comments or suggestions. I hope WorldKit becomes an extremely useful tool in the environment creation pipeline!


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