PCG Toy Town (2021)
As part of the Procedural Content Generation module, I had to create a scene that was procedurally generated and looked different with every iteration. It had to follow the theme of "Toy Town" but was left open to interpretation. We were required to include a certain amount of variety in buildings and decorations around the town. We had to document our progress with a blog and construct our own narrative for the toy town and why it exists.
I decided to make a wooden model town constructed for a child to use their plush toys in. It included a variety of wooden painted buildings and streets, with decorative trees and public spaces like a flower garden and a children's park. The town was generated by using an L System for the roads, then systematically placing buildings alongside each road space. The L System followed a rule for it's placement and iterated 3 times for a medium sized town with smaller housing communities, while also having a 30% chance to ignore the rule to create more randomness to each generation. The colours of most buildings were randomly selected to create a colourful town. The wood texture and normal map was also created using PCG by applying a noise texture in blender along with some distortion, colour blending and other features. The dolls for the town were made in Blender and rigged so that they could rag doll. They were them moved procedurally around the town, following a circuit along the pavement. The tree decorations were also made in Blender with a shape key for their foliage, allowing their foliage size to be more easily modified in Unity to provide many unique trees even when using the same model. The town was situated in a child's bedroom on the floor and to better show off the lighting of the scene, the ability to turn off the room lighting and the light from the window. The functional streetlamps and traffic lights were better demonstrated with them off. The video below shows two generations of the Toy Town and a link to the development blog is here [Link].