Shedworks chose MapMagic, featuring a procedural node-based approach, for its open-world terrain generation. According to Creative Director Greg Kythreotis, “We couldn’t have made the game without MapMagic – it was a huge time-saver.”

The team also used MapMagic to create environments ahead of time, rather than at runtime. This meant they could play around with different iterations, move things around on the map, and reshape the world easily, all within a fixed context. “Working within constraints reduces your decision-making burden. You can iterate much faster and more often,” says Kythreotis.

Source: Unity Technologies Blog