19/03/2026 / Technical Blog
Broken Horizons: Team Work and Project Management Record
A factual record of the Broken Horizons team roles, weekly production tasks, Unreal Engine asset rules, integration workflow, and final milestones.
Broken Horizons was organised through regular meetings, weekly task records, shared project files, and Unreal Engine asset-management rules. This post records the team roles, weekly work, integration rules, and dated milestones documented during production.
Project Setup
The first meeting agenda covered:
- Project introduction
- Team member roles
- Producer and note-taker roles
- Pre-production and tutorials
- Teams, folders, and other logistics
- Unreal Engine version
- Real-location references
- Technical task areas
The technical areas discussed included landscape, foliage, lighting, procedural textures, rocks and walls, Niagara VFX, Chaos destruction, sculpture modelling, and decay.
Location references included Tout Quarry Sculpture Park and Swanage Amphitheatre. SideFX Project Titan was also saved as a procedural-environment reference.
Team Roles
| Member | Recorded role or work area |
|---|---|
| Osher | Producer; foliage; Houdini Digital Assets |
| Josh / Joshua | Note taker; lighting; atmosphere; cinematics; rendering |
| Jessica | Landscape; environment blockout; Unreal PCG; scene integration |
| David | Wind effect; grass interaction; later dog model, sculpture and procedural stones |
| Kyle | Materials research; Niagara effects; destruction; bird flocking |
Week 1 — First Meeting, 10 February 2026
Jessica — Landscape and Environment Blockout
Jessica built the project landscape, presented an early mountainous terrain blockout, and continued landscape-material research. Her next tasks were dressing the scene with grass and adding more plants and trees.
Osher — Procedural Foliage
Osher developed a procedural foliage system in Houdini and installed the required plugin. The system was intended to apply foliage over environment surfaces. The next areas to explore were grass workflows, Blueprint placement and control, and prototype trees.
David — Wind Animation and Foliage Motion
David implemented a wind-effect test using plant and leaf assets. The next task was to attempt foliage interaction and collision-style response.
Kyle — Tools, Niagara, and Materials
Kyle researched tools and workflows that could be integrated into the project, and collected and tested free online material assets. Planned work included Niagara techniques such as butterfly swarms.
Josh / Joshua — Lighting and Atmospherics
Josh completed basic lighting tutorials and tested Sky Atmosphere and Exponential Height Fog. The next tasks were researching Lumen and beginning project lighting tests.
Weekly Record — Week Commencing 2 February
The shared weekly sheet contained Weekly Tasks, Notes, a place to share work, and video or image evidence. It also reminded the team to contact IT and install the Houdini plugin before the next meeting.
Jessica
Jessica created a landscape with Gaea, which could export heightmaps, river maps, snow maps, and other data. She set up the Gaea plugin for Unreal, created a landscape master material, and added paintable material layers. A texture-size mismatch was recorded as a problem.
Osher
Osher created a procedural foliage tool in Houdini, set up the Houdini plugin in Unreal, and uploaded the HDA. The tool could use an object as input and cover it with foliage. Controls included leaf size, branch count, layout on the object, and leaf model.
Josh
Josh followed lighting tutorials and applied visual-effects techniques to an environment. Recorded tests included Exponential Height Fog and Sky Atmosphere.
David
David created a foliage wind-field effect using an HLSL noise shader, Blueprints, and vertex displacement.
Kyle
Kyle researched Project Titan tools and textures, created a landscape test, and used free environment materials found online.
Meeting Week 2
General topics included the showcase format, character interaction with grass, Houdini landscape-process learning, and weather-system integration with wind, grass, and a possible wet shader.
- Jessica made first-person landscape tests, researched Unreal Engine PCG Graph, studied landscape textures, and worked on PCG biomes and rocks.
- Osher continued vegetation-system work, including grass workflows and prototype trees.
- Joshua organised a setup for interactive gameplay and cinematics, comparing Lumen, Hardware Ray Tracing, and Path Tracing.
- Kyle tested environment materials and created a Niagara butterfly effect.
- David added character collision to grass, improved the wind effect, and implemented grass interaction using vertex displacement.
Goals for Week 3
| Member | Goal |
|---|---|
| Jessica | Make a PCG scene with grass |
| Osher | Research how to scatter a Houdini asset in Unreal and control its size |
| Joshua | Research rain illumination |
| Kyle | Add more destruction effects and learn more project features |
| David | Research rain effects and weather systems |
Weekly Record — Week Commencing 9 February
Jessica fixed the Gaea texture-size issue and continued work on PCG biomes and rocks. She used the First Person level template for testing. Recorded questions covered differences between Gaea, Unreal, and Houdini landscape pipelines; post-processing eye adaptation; and performance topics such as open worlds, GPU instancing, and LOD.
Josh researched an interactive and cinematic lighting setup. The recorded dynamic weather and day/night pipeline included sky and atmosphere, volumetric clouds, fog, shadows, and TSR. He also summarised performance-versus-quality guidelines.
David continued grass collision and wind-field improvements. Kyle created Butterfly and Fire Niagara tests and tested them with environment day/night and lighting.
Meeting Week 3
Two additional production topics were recorded:
- A pipeline for migrating files, including folder structure and naming conventions.
- An exact location reference and a smaller whitebox level layout.
The recorded work was:
- Jessica set up a workable landscape.
- Osher tested HDA-based scattering in Unreal and created grass logic.
- Joshua researched a lighting and rendering pipeline for rain and overcast weather.
- Kyle created destruction and explosion effects, and worked on a crow or flocking Niagara example.
Goals for Week 4
| Member | Goal |
|---|---|
| Jessica | Create a smaller landscape |
| Osher | Continue working on HDAs |
| Joshua | Cinematics in Unreal |
| Kyle | Explosions |
| David | Sculpture modelling |
Weekly Record — Week Commencing 16 February
Landscape
Jessica downloaded and tested a landscape auto-material with the previous Gaea landscape. Tests included materials driven by height and slope, custom material layers, automatic grass, snow, and puddles. The landscape was recorded as 1009 × 1009, approximately one kilometre. Open World Partition was noted as a possible future expansion method. She also planned to explore Google Maps data for heightmap generation and shared the UE5.6 project as a ZIP.
Instancing HDA
Osher created an instancing HDA that could place assets at a chosen Unreal location. User controls included a guiding curve, target surface, point count, offset, rotation, and scale.
Lighting and Rendering
Josh researched rain and overcast lighting, Material Parameter Collections for global wetness and puddles, TSR, Lumen scalability, and Niagara scalability. He also reviewed a higher-quality cinematic workflow using Path Tracing and Movie Render Queue.
Niagara and Destruction
Kyle created explosion effects, tested breaking objects with Fracture features, and created a moving bird flock recorded as incomplete.
The project notes also saved the Genshin Impact Anime Concept Trailer and Red Dead Redemption 2 Trailer as cinematic references.
Unreal Project Structure Rules
The team documented a shared folder structure:
Content/
_Shared/
Art_Name/
FX_Name/
Lighting_Name/
Blueprint_Name/
The rules were:
_Sharedcontained common assets such as master materials, global textures, and common meshes.- Personal folders contained only each member’s own assets.
- Members should not modify another member’s folder without permission.
- Assets should not be placed directly under
Content/.
Naming Convention
The general naming format was:
Prefix_AssetName_Descriptor
| Type | Prefix | Example |
|---|---|---|
| Static Mesh | SM_ |
SM_Rock_Cliff01 |
| Material | M_ |
M_Rock_Master |
| Material Instance | MI_ |
MI_Rock_Wet |
| Texture | T_ |
T_Rock_Albedo |
| Blueprint | BP_ |
BP_Enemy_AI |
| Niagara System | NS_ |
NS_Smoke |
| Niagara Emitter | NE_ |
NE_Fire |
| HDA | HDA_ |
HDA_CliffGenerator |
The recorded purpose of this convention was to avoid overwrite conflicts during migration.
Asset Migration Workflow
Prepare the Source
Before migration, members fixed redirectors, saved all work, and confirmed that assets were inside their personal folder.
Migrate
The documented process was:
- Right-click the main asset.
- Select Migrate.
- Review the Asset Report and dependencies.
- Select
TargetProject/Content/as the destination. - Move migrated assets into the member’s named folder.
The notes specify selecting the Content folder rather than the project root.
Handle Duplicate Assets
- Overwrite was used only when updating an agreed shared asset.
- Skip was used when the target version needed to remain.
_Sharedassets were not overwritten without team agreement.
The recorded integration strategy was to maintain one Master Project and migrate all members’ work into it. The team notes advised against copying assets through File Explorer, renaming .uasset files outside Unreal, or editing Unreal assets directly in Windows folders.
Cleaning the Project Before Upload
The project-management notes specified keeping:
Config/
Content/
Source/ # if the project contains C++
.uproject
Generated folders that could be removed before upload were:
Binaries/
DerivedDataCache/
Intermediate/
Saved/
.vs/
Integration and Production Milestones
Before 3 March
- Josh: finish the camera and upload the Unreal project.
- Osher: add HDAs to Unreal and upload the project.
- David: upload and test the current dog model, upload the project, and set up Houdini 21.
- Jessica: test HDA performance, save the final project, import assets into one scene, and continue landscape study.
- Kyle: import the butterfly effect and upload the project.
A Week 5 file named BrokenHorizonsW5.zip was shared. The dog model scale was recorded as too small.
3 March Milestone
The targets were a view of the final artefact or import test, a camera sequence, and two HDA tests.
9 March Milestone
The targets were:
- A scene containing all main assets and no placeholder cubes.
- The grass HDA implemented in the scene.
- Initial render tests with and without grass.
- A lighting environment.
Tasks included lighting, weather, fog, directional light, global illumination, HDA grass placement, dog-model integration, procedural stones, landscape textures, sculpture assets, and flocking birds.
Tasks Recorded After 9 March
- Josh: post-processing, colour correction where needed, camera effects, different lighting for shots, and rendering.
- Osher: apply foliage to Unreal objects.
- David: add procedural stones or alternative stone assets, and implement wind for required foliage and grass.
- Jessica: arrange background assets, integrate work into one scene, and check asset optimisation.
- Kyle: implement birds in Unreal.
17 March — Finish
The recorded targets were a scene with finished foreground and background assets, post-processing, optimisation settings including Nanite and Lumen, different render settings, and initial rendered results.
19 March — Finish Artefact
The recorded targets were to finish the render, create a video from the renders, and begin individual work.
| Member | Final task |
|---|---|
| Josh | Export the finished rendering |
| Osher | Make the video |
| David | Support rendering and remaining tasks |
| Jessica | Support rendering and remaining tasks |
| Kyle | Support rendering and remaining tasks |
Recorded Production Resources
External references explicitly included in the notes were:
The weekly records also referenced internal progress files including landscape tests, foliage tests, lighting studies, wind and grass interaction, Niagara tests, and weekly ZIP archives.
Landscape Resources
The reference list records the following resources for Jessica’s landscape work:
Gaea
- Gaea2Unreal plugin
- Gaea and Unreal Engine layers and automatic materials
- Beginner’s Guide to Gaea for Unreal Engine | Create Stunning Mountains Fast
- UE 5.4 | PCG Biome Core Plugin Tutorial
- Stylized Zelda Landscape! Large Scale PCG Tutorial with Gaea Maps in Unreal Engine
- 7 Minute Photoreal Forest! Procedural Content Generation PCG in Unreal Engine
- Real to Unreal 2: Gaea 2.0 to Unreal Engine 5 (NEW UPDATE)
Unreal Engine 5
- How To Spawn GRASS And SMALL FOLIAGE | Unreal Engine 5 Tutorial
- How I Built an Open World Survival Island with Procedural Tools in Unreal Engine 5
- Create Open World Landscape Auto Material - Unreal Engine 5 Complete Tutorial
- Aziel Arts auto-material download page
Location Data
- Megalithic Portal location reference
- Google Earth shared location data
- Import Real Landscapes into Unreal in under 30 minutes using Houdini and real world DTM data
- Environment Agency survey data
Foliage and Grass Resources
The reference list records the following resources for Osher’s work:
- Verstreate, S. (2022). Project Titan Ivy Tool. SideFX. The recorded use was creating an ivy tool in Houdini and applying it in Unreal Engine.
- ccgircult LLC. (2024, August 19). Procedural Assets Scattering in Unreal Engine 5 with Houdini: Using the Tool [Video]. YouTube. The recorded use was creating an instance tool to scatter an assigned grass asset or another asset.
Niagara System Resources
The reference list records the following resources for Kyle’s Niagara work:
- Gabriel Aguilar Prod. (2024). Unreal Engine 5 - Stylized Fire VFX - Niagara Tutorial [Video]. YouTube.
- CodeLikeMe (2024). Unreal Niagara Butterflies - Animated Mesh Particle Effect [Video]. YouTube. Accessed 15 February 2026.
- Pierrick Picaut (2023). Create beautiful VFX in Unreal Engine 5 - beginner tutorial [Video]. YouTube.
- Unreal Katya Fedak (2024). Create An Explosion In Unreal Engine 5 Tutorial [Video]. YouTube.
- YedesCodes (2025). Create Animated Materials For Any Mesh | Unreal Engine 5 AnimToTexture Tutorial [Video]. YouTube. Accessed 2 March 2026.
- Izhar Coletti (2024). How to create a Bird Flock using Niagara System in Unreal 5.3 [Video]. YouTube. Accessed 2 March 2026.
Recorded Project Management Practices
The supplied records document the use of:
- Regular team meetings
- Weekly task assignment and progress notes
- Video and image evidence
- Recorded tool inputs, outputs, and user controls
- Shared folder and naming rules
- Unreal asset-migration rules
- A Master Project integration strategy
- Project-cleaning rules before upload
- Dated production milestones
- Individual responsibility lists for integration and final delivery