Posted April 16, 2025 by AbyssEclipse
Here are the buildings I made using my Houdini procedural generator, and screenshots of them in Houdini and Unreal Engine.
The Hondo, or main hall, is usually the main center of worship.
It incorporates all of the defining features of traditional Japanese architecture, such as:
How it looks in-game:
Here's some references of what these kinds of buildings look like on the inside:
And this is the inside of the Main Hall in-game:
The second major structure I created was the Kō-dō, or lecture hall. Lecture Halls generally have a long shape and many doors, which are usually all open to allow air and light into the space.
After completing the main hall and lecture hall, I proceeded to create the Daimon, or main gate, which traditionally marks the entrance to a temple complex. The Daimon is the threshold between the sacred mountain precinct and the outside world. A Daimon is typically a large, imposing structure with a prominent roof and tall wooden pillars, designed to convey both protection and spiritual significance.
In addition to the main architectural structures, I also procedurally generated a Shōrō, or belfry. In traditional Japanese Buddhist temple complexes, the belfry houses a large bronze bell, which is rung to mark the passage of time, call monks to prayer, or signal ceremonial events.
After creating the buildings and baking them, I placed them inside the level. I then used assets from Fab asset packs for foliage and props. I'm pretty happy with how well this looks, but obviously, I'll still have to change a bunch of things for the game's final release!