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The Procedural Building System behind Expedition 33

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Jan 14, 2026
15:56

While playing Expedition 33, I was really struck by how consistent and well designed the city of Lumière feels. It made me curious about what kind of tools could be behind something like that. So I decided to try and recreate my own procedural building system in Unity, inspired by what I could find about the original workflow. Starting from a simple line drawn in the scene, the tool generates modular buildings, handles facades, corners, balconies, terraces and roofs, and can even export everything as a proper 3D model. This video is a behind-the-scenes look at how a city like this can be built with procedural and modular tools, rather than a recreation of the game itself. If you’re into procedural generation, Unity, or game development tools, I hope you’ll find it interesting. TNTC studio: https://toughnuttocrack.it/ Patreon Project; https://www.patreon.com/posts/procedural-tool-148203435 Bluesky: https://bsky.app/profile/tntcproject.bsky.social Alexandre Breton’s ArtStation post (original tool reference): https://www.artstation.com/artwork/L4vOqK How to Procedurally Generate Buildings using Splines in Unity (Game Dev Guide): https://www.youtube.com/watch?v=FYmudT12NcI

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The Procedural Building System behind Expedition 33 | NatokHD