Technical environment director Yannick SIGNAHODE shared the way a small team at Ubisoft Paris created the procedural environment world building pipeline for Ghost Recon Wildlands. Technical environment director Yannick Signahode shared the way a small team at Ubisoft Paris created the procedural environment world building pipeline for Ghost Recon Wildlands. This is the forth article in our series
![Landscape & Material Pipeline in Procedural Age](https://cdn-ak-scissors.b.st-hatena.com/image/square/f0169f2b219e04941a27b68e3fc937a51ae4a7e5/height=288;version=1;width=512/https%3A%2F%2Fcdn.80.lv%2Fapi%2Fupload%2Fpost%2F4863%2Fimages%2F5d2cd4e4bf385%2Fcontain_1200x630.jpg)