For AC Shadows, one of my main works was the procedural scattering for Biomes (CPU & GPU scattering, as well as procedural wildlife spawning), using a wide variety of vegetation, rock, and biomeprop assets. Here you can see a few shots of a meadow biome. The meadows are grassland areas with different type of seasonal flowers, depending on the region, so in the game you'd see a little difference in each region. The fine dark red plant (Rumex/Sorrel) distributed all over the lands is also one of the few assets I created for the game.
The final result is not a one-person job, but requires good communication between several departments and team members to get a believable distribution and look, since the structure of the terrain plays a big role how the procedural set up reacts, as well as the tech teams, art direction to provide feedback and of course the many level artists who use the scatter recipes to beautify their locations and also have specific requirements. Not to forget the work of the lighting and weather teams which have a huge impact on the overall and seasonal looks.
Artists I worked together with in the Biome team and contributed a lot to the content you see in the shots:
Terrain sculpting:
https://www.artstation.com/jan_almqvist
https://www.artstation.com/alainlabedie
Terrain textures:
https://www.artstation.com/claudegosselin
https://www.artstation.com/atomfreak
Vegetation assets:
https://www.artstation.com/theophilelebeau
https://www.artstation.com/alexgodbille
Rocks/Cliffs assets:
https://www.artstation.com/maximevincent
LevelArt:
https://www.artstation.com/ariane-lemelin