For this DLC one part of my responsibilities was to take care of the Biome- and procedural setups, which include:
- Vegetation scattering (Forests/Trees, bushes, clutter, rocks)
- Water-generation (lakes, ponds and rivers)
- Large Cliff generation
- Road generation
- Field/Crops generation
As part of the progress, I set up the initial recipes (from scratch, maingame variation or direct reuse), which then can be used by Levelartists to paint as masks on the terrain. I then regularly did optimization and improvements on those to ensure clean and optimized data, also debugging and in some cases I did the full artistic creation, when the generation didn't yield the result which was wanted by LA.