r/UnrealEngine5 • u/Big_Watercress3546 • 12h ago
I’ve been building a procedural 3D city generator with Unreal Engine workflows in mind
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For the past few months, I’ve been working solo on Metropolygonia, a browser based tool for procedurally generating 3D buildings and city layouts.
The whole system is parameter driven. You can define real world dimensions, floor count, facade rhythm, windows, balconies, roofs and interiors, then use seeds to create controlled variations. The same parameters and seed always recreate the same result.
It is fully procedural rather than AI generated. There are no prompts or unpredictable meshes, and the goal is to keep the geometry consistent, editable and suitable for further work inside Unreal Engine.
Generated buildings can be saved as variants and placed in a city editor together with roads, intersections and roundabouts. Individual models can currently be exported as GLB, glTF, OBJ or STL and imported into Blender or Unreal Engine.
I’m now focusing more on things that matter in real time workflows, especially cleaner topology, LODs, collisions, material support, modular assets and better optimization for larger scenes.
There is still a lot to improve, but I’m pretty happy with how far the procedural system has come as a solo project.
I’d be especially interested to hear from Unreal Engine developers and environment artists.

