Mass Effect Andromeda: Procedural Map Generator

2016

I created the procedural map generator which was behind the blue holographic maps in Mass Effect Andromeda.

The planet Eos

The core functionality operated in Houdini, with a Frostbite wrapper and GUI to make it easier to export levels for map generation.

There were two types of map: large outdoor areas composed of natural terrain, and indoor architectural maps.

Terrain Maps

The planet Elaaden (image credit to the Mass Effect Andromeda fextralife wiki)

Outdoor maps needed to be accurate to the base terrain generated for the level using WorldMachine, but they also needed to include all the rock formations and additional structures added by level artists. To accomplish this, I scripted a tool to do batch exports of all terrain objects from a level at lowest LOD. The tool imported them into Houdini, converted them into voxel data, and created a new object combining the mass of all the input objects. Using voxel processing allowed for rock overhangs as seen on the map of Elaaden above.

This new terrain object was processed for detail density and performance and then imported back into Frostbite as a map object. I created a shader with a holographic look and clear elevation markings. The brown areas indicate cliffs too steep for the player to pass.

The tool included separate layers to mask out bodies of water, rivers, and roads.

Architectural Maps

The three decks of the player’s spaceship, the Tempest

Indoor maps were generated using the lowest LOD of the floor and wall objects used to author the level.

I uncovered a lot of geometry errors when pulling out the lowest LODs for maps. Most of the lower LODs had been generated automatically during production and never checked, so it turned out to be a good form of asset validation. To speed up export, most geo was group tagged as floor or wall using the asset name as a filter. Tags were refined manually to remove geo that caused visual anomalies and to add assets with unconventional names.

Within Houdini, geo had to be processed for edge and face quality, before being combined and exported back into Frostbite to apply the holographic shader I created.

Areas of the Nexus, a space station that the player explores

After Andromeda production, I trained two other tech artists in the procedural map tool. They used an improved version of the same tech to generate the maps in Anthem.

Example of a map area in Anthem (the Cataclysm)
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