Here at Frogwares were currently working on a brand new project The Sinking City. It is an open-world game and we want to create a vast and diverse map to explore. Our city – Oakmont – will have different districts, many many kilometers of streets, and thousands of buildings. Usually it will take a lot of time and efforts to manually place every object on the map at some point it will get too cumbersome so we decided to shake things up a bit. Our software team developed a very special tool in Unreal Engine 4. With it we can create those vast and unique areas in just a few hours instead of months. Here is a quick rundown of how it works. First, we prepared hundreds of presets of different types of buildings each fully customizable. These “presets” follow specific rules and architectural styles – rich houses, decaying shacks, landmarks, commercial, destroyed, or intact – the combination we can use to build our city are limitless. Then we create a city grid and decide which presets we want to use in our districts. For example, we want a residential area here, industrial over there, and this street is supposed to be flooded. Once we are done with the urban planning we press the button and watch the magic happen. Our tool will generate the entire city in Unreal Engine 4 by itself, while the meticulous often frustrating work will be done by the software. And we can modify a city anytime we want, add unique buildings, and even name our streets. What’s even better is when The Sinking City is out, we will release our tools as well. Players will be able to create their very own maps, characters, quests and scenarios. We will talk about that in our future video updates so stay tuned.