World inputs
Use meaningful SGF boundaries and structural paths.
Adapters / First-party adapter
Connect SGF world boundaries and structural paths to Unreal’s native PCG workflow.
01 / How it works
SGF supplies semantic areas and linear boundaries. The adapter makes these available to PCG and provides layouts for panels and terminal pieces, with project-owned graphs and module tables deciding the resulting meshes. Generated geometry is an output of the authored world structure—not a replacement for it.
02 / In a game
A level designer draws a meaningful boundary with openings. SGFWorld describes that structure. The adapter exposes it to Unreal PCG, where project-owned graphs choose which wall panels, frames and details to place.
Use meaningful SGF boundaries and structural paths.
Linear panels and terminal pieces.
Engine-native procedural generation integration.
03 / Design ownership
The studio supplies the PCG graphs, mesh kits, rules and visual design.
Does not automatically generate a complete world. Its output depends on authored geometry rules and asset kits.
04 / System connections
SURVIVAL / CO-OP / Illustrative composition
Pair lightweight populations with full interactions, AI decision-making, persistent resources and world event orchestration. The studio chooses how hordes behave and how co-op survival feels.
VEHICLES / OPEN WORLD / Illustrative composition
Compose occupancy, vehicle functions, durable state and semantic world structure. Add native Chaos integration where needed while keeping the driving and world design yours.
STORY / EXPLORATION / Illustrative composition
Combine meaningful places, interaction contracts, authored objectives and save participation while leaving narrative, dialogue and puzzles entirely in the studio’s hands.
Available to license
Tell us which systems you need and which Unreal Engine version you use. We can discuss licence terms and integration with your project.
Ask about licensing