Since the nature of a horror game is such that it would be less enjoyable if too many views are presented, I will start with a familiar landscape for this 'Making of Niraya'.
While this is not a problem for spaces with limited visibility, such as indoors, if you create even a small open space, as in this case, you have to create a distant landscape that is many times larger, although the area that can be moved around is very small.
In the second half of the video, the directional area of the scene in the first half of the game is highlighted in Blender, and it is approximately 20 times the size of the inaccessible far field.
To be honest, I regretted it when I realized how much work I had to do, but procedural modeling is amazing, and I was able to get it done in about half a day while experimenting with various techniques.
Well, I got sick at the beginning of the New Year, and I am currently busy with the progress of the project, so I will send you a short information this time. Please take care of yourselves. I hope to introduce a new view of 'Niraya of ■■' in about three months.
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