FAR CRY PRIMAL - Vegetation | Level Shots
Tundra Biome

Tundra Biome

Tundra Biome

Tundra Biome

Taiga Biome

Taiga Biome

Taiga Biome

Taiga Biome

Taiga Biome

Taiga Biome

Tundra Biome

Tundra Biome

Glacier Biome

Glacier Biome

Glacier Biome

Glacier Biome

Tundra Biome

Tundra Biome

Tundra Biome

Tundra Biome

FAR CRY PRIMAL - Vegetation | Level Shots

Level shots of areas of the map showcasing how our vegetation work was used by procedural-spawning recipes and by Level Artists hand-placing them.

Throughout production, my Toronto team owned almost all the vegetation assets within the Glacier and Tundra biomes used in the Udam area of the map. Some models/texture were initially started by Pascal De Sampaio (Texture Artist) & Adam Lacharité (Modeler) before they were handed to us at Pre-Alpha to finalize.

Creating the biomes on Far Cry Primal was a big team effort between Ubisoft Toronto and Montreal, with the Montreal team providing us with lots of guidance.

Toronto Biomes team:
Yukiko Otsu (Texture Artist)
Darren Horrocks (Modeler)

Montreal Biomes team:
Agustin Trechi (Technical Artist)
Adam Lacharité (Modeler)
Pascal de Sampaio (Texture Artist)
Philippe Pelletier (Modeler)
Valérie Bernier-Jean (Technical Art Director)