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Terrain generation · Unity

ReliefSmith

Describe a place, get a game-ready terrain. ReliefSmith turns a sentence into a Unity terrain with real valleys, rivers, ground materials and a forest placed by ecology.

Role
Sole engineer
Engagement
Product in development
Year
2026
Platform
Unity — URP and HDRP

The problem

Building a believable terrain for a game usually means hand-sculpting it, then hand-painting the ground and hand-placing every tree, rock and patch of grass. It is slow, and the result rarely reads as a real place: rivers don't follow the land, and forests look scattered rather than grown.

What we built

ReliefSmith starts from a description — for example, a forested Himalayan river valley near Manali, deodar and blue pine on the slopes, maples along the river, ferns under the trees and boulders on the scree. It plans the landform, the rivers, the ground and the forest from that sentence, then builds the terrain: real valleys and slopes, natural stands of trees with clearings and young and old growth, a forest floor of ferns, stones and fallen logs, grass where grass belongs, and boulders on the scree and river banks.

How it was engineered

A deterministic core does the heavy lifting — landform synthesis, hydrology so rivers drain the way the land does, erosion, ground painting by rule, and ecology-driven placement of vegetation and rocks. The output is a single .unitypackage that opens with no plugin: heightmap, painted ground materials, water, and trees, rocks, deadwood and grass already placed. It works with both URP and HDRP.

Credits

The 3D tree, rock and grass models used in the demo come from the Unity Asset Store and Unity sample assets. ReliefSmith decides where everything goes; the models themselves are not ours.

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