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tutorial
Mar 28, 20269 min read

Building Believable Biomes: A Deep Dive into Rule-Based Environment Scatter

Why random scatter looks fake and how rule-based placement systems create environments that feel natural — the game design theory and practical implementation behind believable biomes.

Unreal EngineProcedural GenerationEnvironment DesignLevel Design
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devlog
Mar 10, 20263 min read

How We Populated a 16 km² Open World in an Afternoon with UE5

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.

Unreal EngineOpen World
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