Icarus: Dangerous Horizons - Heightmap Creation

For Dangerous Horizons, the second major DLC for Icarus, I was responsible for the initial heightmap creation, working closely with Design, Concept Art and World-Building teams. We wanted to take advantage of Houdini's landscape tools to build something as realistic as possible while also meeting game design requirements:
- Regions needed to have differing heights relative to each other to make traversal interesting, ie: arctic regions being higher than the swamp.
- We use post processing volumes for biome lighting, which meant needing to tightly control the transition corridors.
- Avoiding overly long sight lines for performance.
- Long, steep slopes aren't ideal for gameplay, not least because it makes base building more complicated, therefore most of these areas are terraced and dressed with cliff meshes.

It was a lot of fun and a privilege to be responsible for Elysium's landscape and collaborate with the other teams to bring it to life. There was ultimately some changes done as the map took shape, but I was very pleased with how much we were able to maintain from original vision to final polish.
Special thanks to Cam Crawford for the concept and design.

GIF of the process in Houdini - see the bottom image for the network used

GIF of the process in Houdini - see the bottom image for the network used

Houdini Node Network

Houdini Node Network