Personal study recreating techniques from Epic’s City Sample using Unreal Engine PCG and data assets.
I rebuilt the building generation system using a subdivision approach (2–4 recursive splits) which was able to reproduce the majority of sample buildings with minimal rules.
I also reverse-engineered two clever sidewalk corner techniques used in the sample:
• A right-triangle mesh pair scaled using trigonometry to fit any corner angle
• A binary-angle corner system (90° → 2°) capable of approximating curved corners within 1° error
This project was focused on understanding and reconstructing AAA procedural environment techniques.