There are a lot of tools for in-engine foliage scattering out there. When I started building my own solution (pre-UE PCG days) artists had a lot of feature requests that went beyond just scattering
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A client had a simple ask — but one that revealed a surprisingly common pain point in many production workflows. Having to deform low-resolution building models in Maya before importing to the game
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I’ve long been fascinated by the idea of game-engine-agnostic tools and pipelines — an ecosystem of interconnected tools that behave consistently across multiple production environments. During


