Lukas Schwarzer 2020 Art CV
Lukas Schwarzer 2020 Art CV
Morphscape
Morphscape is a real-time procedural terrain generator built entirely in Unreal Engine 5.5, designed as a showcase of my technical art capabilities
Project Goals
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Develop a randomized runtime terrain generation utilizing C++
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Improve my knowledge of dynamic runtime PCG systems and integration with C++ classes
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Showcase my UI implementation skills
Technical Breakdown
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Custom C++ terrain generator that randomizes key landscape properties at runtime
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Self authored PCG (Procedural Content Generation) networks to populate the world with natural biomes and urban architecture
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C++ systems for spawning dynamic agents — travelers on roads and birds that perch and fly utilizing VAT for animation
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Custom Niagara VFX (water splashes, smoke, etc.) to enhance environmental believability
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UI implementation
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Ambient sound design and a self recorded soundtrack
Most 3D assets (foliage, buildings, props) are sourced from third-party libraries to allow full focus on the technical and systemic development of the generator.



Procedural Bridge Tool
This modular, spline-based bridge tool is completely self contained within Unreal Engine allows users to create robust, performant bridges for their real time projects.​

Project Goals
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Develop a market-ready solution that delivers the power and flexibility of a Houdini Engine tool without requiring any third-party integrations.
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Showcase my expertise in developing robust PCG systems
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Improve my knowledge of Speed Tree and its integration with Unreal Engine
Technical Breakdown
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Spline-based procedural tool
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Geometry Scripting integration with PCG networks to produce modular geometry in engine
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Integrates custom geometry for any section of the tool
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Offers a variety of output configurations for various desired use cases
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12 game-ready Jasmin plants produced with Speed Tree Standalone Asset
For full documentation, please visit: Documentation





Modular Western Hollywood Set



Project Goal
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Develop a modular construction tool to offer the client flexibility in configuring assets for their project
Technical Breakdown
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Developed inside of Houdini and packaged as an HDA for use inside of Unreal Engine.




