Uploaded November 2022 | Updated September 2026, 2 weeks ago
Over the years, many creative teams have discovered that it is difficult and time-consuming to create high-fidelity content in large-scale game environments. The size of 3D worlds has increased exponentially, and manual workflows like manually sculpting areas of terrain or hand placing hundreds of plant instances doesn't scale well with production needs. O3DE includes a set of systems, tooling, and workflows for generating high-fidelity terrain, as well as authoring vegetation biomes and procedurally placing them across landscapes. In this workshop, we will build an example world, which utilizes the new terrain system and workflows, then we author a vegetation biome and show how to place it in the world. 1. Creating a new level and setting up global lighting for an outdoor scene 2. Crafting the default PostFX Look. 3. Generating terrain data in a DCC tool. 4. Setting up terrain in O3DE. 5. Crafting detail maps for splatting on terrain. 6. Applying detail materials to terrain. 7. Authoring a procedural biome (decorate object set) 8. Setting up surface data (placement maps) 9. Adding biomes to the world.
Speaker: Jonny Galloway, Amazon
Prerequisites:
Install, or clone/build O3DE
Either build the installer yourself (cmake --build build/windows_vs2019 --target INSTALL --config profile), or download the 22.10 release, or download the latest nightly install build o3debinaries.org/development/Latest/Windows/o3de_installer.exe
Should also work with latest nightly, or Oct latest release
Clone the workshop repo:
git clone github.com/o3de/o3de-workshops-2022.git
Open windows CMD
Change directory into o3de engine:
-cd C:\path\to\o3de\scripts
Register the engine (this will ensure the user home .o3de manifest is initialized)
-o3de register —this-engine
Register the workshop asset gems (this command will recursively scan input path and registers all paths with gem.json files into the ~/.o3de/o3de_manifest.json)
-o3de register —all-gems-path C:\path\to\o3de-workshops-2022\Gems
Start the O3DE.exe (project manager) and ass the project
O3DE - New Project ... (button dropdown) - Open Existing Project
C:\path\to\o3de-workshops-2022\Projects\Procedural-Worlds
Build the Project: Procedural-Worlds
Open the Editor for the Procedural-Worlds project
Over the years, many creative teams have discovered that it is difficult and time-consuming to create high-fidelity content in large-scale game environments. The size of 3D worlds has increased exponentially, and manual workflows like manually sculpting areas of terrain or hand placing hundreds of plant instances doesn't scale well with production needs. O3DE includes a set of systems, tooling, and workflows for generating high-fidelity terrain, as well as authoring vegetation biomes and procedurally placing them across landscapes. In this workshop, we will build an example world, which utilizes the new terrain system and workflows, then we author a vegetation biome and show how to place it in the world. 1. Creating a new level and setting up global lighting for an outdoor scene 2. Crafting the default PostFX Look. 3. Generating terrain data in a DCC tool. 4. Setting up terrain in O3DE. 5. Crafting detail maps for splatting on terrain. 6. Applying detail materials to terrain. 7. Authoring a procedural biome (decorate object set) 8. Setting up surface data (placement maps) 9. Adding biomes to the world.
Speaker: Jonny Galloway, Amazon
Prerequisites:
Install, or clone/build O3DE
Either build the installer yourself (cmake --build build/windows_vs2019 --target INSTALL --config profile), or download the 22.10 release, or download the latest nightly install build o3debinaries.org/development/Latest/Windows/o3de_installer.exe
Should also work with latest nightly, or Oct latest release
Clone the workshop repo:
git clone github.com/o3de/o3de-workshops-2022.git
Open windows CMD
Change directory into o3de engine:
-cd C:\path\to\o3de\scripts
Register the engine (this will ensure the user home .o3de manifest is initialized)
-o3de register —this-engine
Register the workshop asset gems (this command will recursively scan input path and registers all paths with gem.json files into the ~/.o3de/o3de_manifest.json)
-o3de register —all-gems-path C:\path\to\o3de-workshops-2022\Gems
Start the O3DE.exe (project manager) and ass the project
O3DE - New Project ... (button dropdown) - Open Existing Project
C:\path\to\o3de-workshops-2022\Projects\Procedural-Worlds
Build the Project: Procedural-Worlds
Open the Editor for the Procedural-Worlds project





![A Cloud-based Large Terrain System for O3DE Gems
[From O3DeCon 2021] Under the O3DE framework, a cloud-based terrain system is proposed here to support city wide scale rendering in real time while providing a good visual quality. This enables the potential for O3DE building a metaverse world of large scale. To support this scale in runtime, the terrain system consists of an efficient streaming modular that can minimize the data transfers between platforms or IO operations, a smooth adaptive tessellation method to provide both a good visual quality and rendering performance, a virtual-texture based material system to support high quality texture rendering and an efficient culling method for fast visibility tests. Editing on this scale of terrain remains a big challenge. Provided by the power of cloud computing and AI-driven data processing, massive procedural generations for height maps, textures, cloud points, etc. the editing experience can be improved using this cloud platform.
Speaker: Chen Wei, Huawei A Cloud-based Large Terrain System for O3DE Gems](https://i.ytimg.com/vi/xbhGbSbKpvM/mqdefault.jpg)



![Introducing the Minimal Game Templates for O3DE
Follow along as Matteo Grasso introduces the Minimal Game Templates for O3DE!
Matteo is a software engineer and founder of DIGIBL Studio in Italy, where hes building tools and resources to support students, teachers, employees, and developers with innovative learning techniques.
Dont miss this walkthrough and see how these templates can help you jumpstart your next O3DE project!
If you have questions, we encourage you to explore some resources and documentation that might address your query:
• Join the Discord Server [https://discord.gg/o3de]: Sometimes, the question you have might have already been answered by other community members. Use the search function in our Discord server to see if your question has been addressed before or submit your question to #general channel. [https://discord.com/channels/805939474655346758/805939474655346764]
• Documentation: Check out our documentation, which often contains detailed explanations and examples that might help you find the answer youre looking for. [https://www.docs.o3de.org/docs/]
• Good First Issues: Take a look at our list of Good First Issues. These are tasks that are well-suited for newcomers to O3DE and can be a great way to get started and familiarize yourself with our codebase. [https://o3de.org/contribute/#first-issue] Introducing the Minimal Game Templates for O3DE](https://i.ytimg.com/vi/z5VwAG9SC-4/mqdefault.jpg)