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Epic City Sample - PCG Study

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.

City Buildings are generated using tagged cubes and PCG Grammar Cross Section

City Buildings are generated using tagged cubes and PCG Grammar Cross Section

Data Asset define the pcg grammars and a Data Table is used to define modules for that grammar

Data Asset define the pcg grammars and a Data Table is used to define modules for that grammar

Visualization of the PCG Grammar Stages used to generate the city sample buildings

Visualization of the PCG Grammar Stages used to generate the city sample buildings