I will create procedural generation map, height map and terrain map in unreal engine

I
iam_katharina
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iam_katharina
Katharina

About this gig

Tired of flat, lifeless landscapes killing your game's immersion? I build realistic, optimized procedural terrain, height maps & landscapes in Unreal Engine 5 ready for open-world, survival, RPG, or exploration games.


  • Procedural terrain generation (PCG, noise-based, runtime)
  • Custom height maps (World Machine, Gaea, or code-driven)
  • unreal engineprocedural generation
  • Terrain generation, Height map, Landscape design
  • Realistic landscapes: mountains, biomes, rivers, erosion
  • Optimized for performance (LODs, streaming, Nanite-ready)
  • Blueprint or C++ implementation, fully documented


Whether you need a single stunning terrain or a full procedural generation system your team can reuse, I deliver clean, scalable results not just a pretty screenshot.


Why work with me? Years of hands-on UE5 terrain & VFX experience, fast turnaround, clear communication, and unlimited revisions until you're happy.


Message me before ordering for a custom quote on complex/large-scale worlds.

Let's build your world order now or drop a message!

Delivery style preference

Please inform the freelancer of any preferences or concerns regarding the use of AI tools in the completion and/or delivery of your order.

Get to know Katharina

Katharina

3D Environment Artist and Level Designer

  • FromGermany
  • Member sinceAug 2026
  • Avg. response time1 hour
  • Languages

    English, French, German, Spanish
Do you need a creative world for your game? I’m Katharina, a professional 2D/3D environment artist who creates stylized environments and level designs for games, trailers, demos, and visual projects. I work with Blender, Unreal Engine 5, and Unity. I can create props, buildings, landscapes, lighting, materials, and complete game scenes based on your ideas. My goal is to make your game world clear, colorful, and fun to explore. Send me your idea, and let’s build it together.