I did my master thesis at Frostbite - Electronic Arts on the subject of procedural world generation. The final result was a procedural distribution tool that used actual placements of objects in the editor as in-data. This provided the artist with an unmatched visual feel for calibrating the tools properties and settings. Please see the report for more details.

Implementation

The tool was implemented using C# and WPF. Please see the report for more details.

Report

Images from project