his personal Unreal Engine 5.7 project was created as a focused test of the new Procedural Content Generation (PCG) tools and the updated foliage system.
The aim was to explore large‑scale environment dressing, natural variation, and art‑directable procedural workflows while maintaining strong composition, lighting, and real‑time performance.
The scene combines PCG-driven terrain and asset distribution with foliage density control and manual artistic refinement to achieve a believable, grounded environment that still allows for creative intent.
As part of the final presentation, I also experimented further with sound effects and ambient audio in DaVinci Resolve, adding an extra layer of atmosphere and immersion to the rendered sequence.
This study forms part of an ongoing effort to stay current with next‑generation real‑time workflows and environment tools in Unreal Engine.
Tools & Focus
Unreal Engine 5.7
PCG Framework (terrain & asset distribution)
New Foliage System
Real-time lighting & cinematic composition
Sound design & audio layering in DaVinci Resolve