"Hidden In Flesh" Devlog #10: Making a Level For Level Up


Generating the Final Buildings

Here are the buildings I made using my Houdini procedural generator, and screenshots of them in Houdini and Unreal Engine.

Hondō

The Hondo, or main hall, is usually the main center of worship.

It incorporates all of the defining features of traditional Japanese architecture, such as:

  • Moya: The central core of the building, typically a square or rectangular space housing the principal object of worship.
  • Hisashi: A peripheral aisle surrounding the moya, forming an enclosed veranda-like area.
  • Fake Second Floor: An upper structural layer that appears to be a second floor from the outside but is actually a supporting framework for the expansive roof.
  • Fake Balcony: A decorative external feature attached to the false second floor, contributing to the layered appearance of the structure.
  • Hip-and-Gable Roof (Irimoya-zukuri): A distinctive roof form combining a gabled center section with hipped extensions on all sides.
  • Skirt Roofs: Two additional lower roofs that encircle parts of the building, providing extra protection from rain and enhancing the layered, organic appearance of the structure.

How it looks in-game:



Here's some references of what these kinds of buildings look like on the inside:


And this is the inside of the Main Hall in-game:


Kō-dō (Lecture Hall)

The second major structure I created was the Kō-dō, or lecture hall.  Lecture Halls generally have a long shape and many doors, which are usually all open to allow air and light into the space.


Daimon (Main Gate)

After completing the main hall and lecture hall, I proceeded to create the Daimon, or main gate, which traditionally marks the entrance to a temple complex. The Daimon is the threshold between the sacred mountain precinct and the outside world. A Daimon is typically a large, imposing structure with a prominent roof and tall wooden pillars, designed to convey both protection and spiritual significance.



Shōrō (Belfry)


In addition to the main architectural structures, I also procedurally generated a Shōrō, or belfry. In traditional Japanese Buddhist temple complexes, the belfry houses a large bronze bell, which is rung to mark the passage of time, call monks to prayer, or signal ceremonial events.


Conclusion

After creating the buildings and baking them, I placed them inside the level. I then used assets from Fab asset packs for foliage and props. I'm pretty happy with how well this looks, but obviously, I'll still have to change a bunch of things for the game's final release!

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