Today I decided to unveil the personal project that I worked on about a year ago: Nil Order.
It is a procedurally generated Open World heavily inspired by The Legend Of Zelda: Breath Of The Wild. Cédric, Robin and I worked on it for a few months and are now presenting the result! Unfortunately, no build is available yet. But I will keep you informed if that changes.
To me this project was a way to try to reproduce the impressive voxel smoothing technology used in Everquest Landmark. This project was also a way to look into the multi-threading and the procedurally generated geometry capacities of Unity.
You can check out how we did it on the project’s page right here.