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CityEngine is one of many tools used to make Need For Speed. EA didn't use CityEngine as a start-to-finish solution. It sped up their development by reducing time spent on certain tasks so it could be reinvested elsewhere: Game artists aren’t looking for a one-button procedural solution. Instead, they’re interested in procedural methods that help with ...


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I have no idea about developing for Sony PSP. This answer presumes limited target hardware, and the goal of a simple 2D engine. Budgets No, not money. Your game will have a time budget and a memory bugdet. The memory budget is how much it can have loaded at the same time. If you load a large tilemap, that consumes your memory budget. Similarly, if you load ...


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AFAIK they achieve this by Parameterized Procedural Placement They create a workflow where you create a handful assets in this case building floors and they procedurally tweak the parameters such as Floor count,size,tint and custom props such as air conditioning outside of the buildings. I once a saw a video about ubisoft creating a procedural assasins creed ...


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