[Making of Niraya] Procedural Background Generation Using Blender

Niraya of ■■

"Niraya of ■■""Niraya of ■■" is a Japanese horror game inspired by the Buddhist beliefs. The game focuses on a unique system where players "avoid" the attacks of various monsters. This, combined with the fear of exploring eerie environments and solving puzzles, is a major draw of the game.

This time, titled Making of Niraya, we introduce some scenes of the background model creation process. Since we need to create expansive backgrounds while adjusting level design on my own, over 90% of the background in this project is created using procedural modeling. Our primary tool is Blender's Geometry Nodes. The current example is a cliff scene. We place rocks on a low-polygon guide model using Geometry Nodes and then use the Remesh modifier to unify them into a complex shape. Additionally, we utilize Geometry Nodes to generate guardrails from curves and install them. [previewyoutube=nssJVF_QT3E;full][/previewyoutube] One of the great advantages of procedural modeling is that it allows the creation of complex shapes from easily editable data, enabling us to accommodate significant changes in level design later on. Although not included in this video, the models we create are exported as FBX files with LODs using our in-house tools (since Blender's standard Collection Exporters could not export curves). In the final product, we will make further adjustments to enhance the quality of the backgrounds, allowing everyone to fully enjoy the world of Niraya of ■■. (Recently, we have also been utilizing Houdini, so we would like to introduce examples using Houdini in the future!)