Vegetation

Great vegetation isn’t just about making trees and grass—it’s about creating living, breathing ecosystems that feel real. My approach combines procedural generation, manual sculpting, and custom texture creation tailored to specific shader requirements. This allows for features like gradual leaf and flower growth, seasonal transitions, and natural decay, bringing a deeper sense of realism to in-game environments.

By blending high-resolution scans, hand-crafted assets, and efficient atlas-based workflows, I’ve built entire biomes with hundreds of species, all optimized to work within technical constraints. In Earth 2, I developed a dynamic vegetation system featuring over 110 species, each with four unique variations, along with an extensive library of corals and aquatic plants—amounting to 500 vegetation assets in total. All of this was contained within a single vegetation atlas, maximizing variety while minimizing memory usage.

Working alongside technical artists and engineers, I ensured these vegetation systems performed well in all conditions, supporting features like seasonal changes, wind effects, and procedural placement. Whether it’s dense forests, sprawling fields, or alien landscapes, my goal is to create immersive environments that look stunning and run smoothly in any scenario.