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PCG Procedural Mushroom Forest

This project was one of my first large-scale experiments with Unreal Engine’s Procedural Content Generation framework, created while studying the Electric Dreams Sample Project. The goal was to build a fully procedural forest ecosystem that could adapt to designer input while maintaining strong visual cohesion and performance across a large World Partition level.
Rather than hand-placing foliage, paths, and set dressing, I built a PCG system that interprets spline data for rivers, lakes, paths, and exclusion zones, then generates a stylized mushroom forest that respects those constraints automatically. The scene uses Hierarchical Instanced Static Meshes (HISM) and World Partition awareness to support large-scale generation without sacrificing runtime performance.
A key focus of this project was transforming realistic Megascans assets into a dreamlike environment. I authored custom material modifications that remap color, introduce controlled emissive glow, and create a cohesive visual language across otherwise photoreal assets. Small glowing mushrooms are also procedurally spawned along paths to create readable traversal routes in darker environments.
Later, I extended the system to support underwater reed generation inside lakes. Reeds automatically scale based on water depth so that their tips always reach the surface — a small detail that added a surprising amount of environmental believability while remaining fully procedural.
This project became an early foundation for many of the procedural philosophies and tooling approaches I use today: spline-aware generation, ecosystem-level thinking, material-driven stylization, and scalable instancing across large worlds.

Avoids spawning foliage on water bodies

Avoids spawning foliage on water bodies

later on Underwater vegetation integrated with forest generation.  Reeds are scaled to fit under the surface of the water.

later on Underwater vegetation integrated with forest generation. Reeds are scaled to fit under the surface of the water.

forest generation is excluded in specific areas using exclusion splines

forest generation is excluded in specific areas using exclusion splines

forest generation used in early versions of ONEiRA level 1 (gizmos off)

forest generation used in early versions of ONEiRA level 1 (gizmos off)

forest generation used in early versions of ONEiRA level 1 (gizmos on)

forest generation used in early versions of ONEiRA level 1 (gizmos on)

Forest Generation Timelapse