A fully procedurally generated level with only a single color image as input. This is inside of Unity.
Random lava rocks added, though was still in progress, we didn't end up using them.
An example of light probe placement.
This is an early version of this graph, pretty well organized, later made into more separate HDAs.
An early example of the tooling.
Here is another simple test example, but put through the automatic setup process into Unity.
An amusing example of the "pull request" image for this system's merge into dev. This shows the how flexible the approach is.
An example of an intro level for the game, ignore the fog.
Houdini: Level Geometry from Image Tool
I needed to speedup an artist pipeline around generating level geometry, light placements, fences and light probes. The artists just wanted to draw a texture, so here is what happened.