Unbound was a passion project, I wanted to push Unreal 5 as well as see how much could be done procedurally. Everything in the scene is 100% procedurally driven aside from the megascans assets. The mountains, the landscape, the trees, the placement of every plant, the material placement, and the river are all done by rules or code set in place. The idea was to be able to swap asset arrays and create any environment on the fly.