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28 posts in Devlog.
A behind-the-scenes look at how we used rule-based procedural scatter to fill a massive open world with forests, rocks, and foliage — in just a few hours.
A deep dive into the new features in Procedural Placement Tool v2, including biome zones, density painting, and performance improvements.
An end-to-end case study of building a complete horror game environment in a single day, combining the Unreal MCP Server for blockout and iteration with the Procedural Placement Tool for atmospheric environmental scatter.
// AI EVERYWHEREUnreal + Blender + Godot MCP servers in one bundle. Works with Claude, Cursor, Windsurf.
You built something special at a game jam. Now what? A practical guide to evaluating, scoping, and transitioning a prototype into a commercial game — without falling into the 'second system' trap.