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Six Days in Fallujah [0.4.0]: Houdini things

This post currently showcases two features I created with the help of Houdini, which are used in the game at this stage.
1. Vista Terrain and Building Scatter:
The goal here was to create a highly optimized vista that realistically represents the density of the city of Fallujah, Iraq. Even when standing on the rooftops, players should feel like they are in the middle of a dense urban area.
2. Floorplan Geometry Generator:
This tool is accessible and straightforward for every artist on our team. It allows the creation of finalized floorplans for our buildings within just a few minutes.
Next, I plan to replicate this using Blender Geometry Nodes, which will make the workflow even more intuitive for our artists.
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Six Days in Fallujah is a first-person tactical shooter that drops you into real-world missions that require real-life tactics to overcome. Play solo with an AI fireteam, mix AI with humans, or play all-human co-op online.
Crafted with help from dozens of Marines and Soldiers who fought in one of the world’s most harrowing modern battles, this is urban combat as it’s really fought.
Steam: https://store.steampowered.com/app/1548850/Six_Days_in_Fallujah/
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Lead Environment Artist:
Matt Salladay
Technical Art Director:
Médéric Chassé
Technical Director:
Stephen Northcott

LOD0 geo. Further away buildings turn to boxes and later billboards

LOD0 geo. Further away buildings turn to boxes and later billboards

Destroyed Floorplan was also generated with Houdini Tool by using additional boolean volumes marking the area for cutting and scattering bricks. 
Setdressing by Alan Duncan and Genadi Dimov

Destroyed Floorplan was also generated with Houdini Tool by using additional boolean volumes marking the area for cutting and scattering bricks.
Setdressing by Alan Duncan and Genadi Dimov