https://www.youtube.com/watc...
While playing Expedition 33, I was really struck by how consistent and well designed the city of Lumière feels. It made me curious about what kind of tools could be behind something like that.
So I decided to try and recreate my own procedural building system in Unity, inspired by what I could find about the original workflow. Starting from a simple line drawn in the scene, the tool generates modular buildings, handles facades, corners, balconies, terraces and roofs, and can even export everything as a proper 3D model.
This video is a behind-the-scenes look at how a city like this can be built with procedural and modular tools, rather than a recreation of the game itself.
If you’re into procedural generation, Unity, or game development tools, I hope you’ll find it interesting.
Alexandre Breton’s ArtStation post (original tool reference):
https://www.artstation.com/artwork/L4vOqK
How to Procedurally Generate Buildings using Splines in Unity (Game Dev Guide):
https://www.youtube.com/watch?v=FYmudT12NcI
Bluesky:
https://bsky.app/profile/tntcproject.bsky.social
Patreon:
https://www.patreon.com/tntcproject




