Tav - Real City SF - Post Apocalyptic Open World Mega Pack - 1 km² Downtown Sandbox

Build your own abandoned open world!


First, Enjoy This Showcase Trailer (YouTube). I made it using this pack & inspiration from a few of my favorite games, films, & TV shows.

For the last 2 decades, I’ve professionally made environments for some of the world’s most recognized AAA video games. Check out my portfolio & resume at the bottom of the page. I have always loved building digital cities for players to enjoy. Here is a fully playable post-apocalyptic environment that would usually cost a team hundreds of thousands of dollars to build.

This gigantic open-world city pack has everything you need to start creating your own massive, AAA, professionally developed, detailed, realistic, grand-scale, sandbox-style, post-apocalyptic Bay Area cityscapes. It contains thousands of detailed 3D models, textures, materials, VDBs, particles, and much more! You’ll save countless months of work and possibly even shave years off your production schedule. Let this pack get you and your team up and running quickly! It also includes the fully playable environment seen in the video above.


Real City SF - Post Apocalyptic Open World Mega Pack - 1 km² Downtown Sandbox is the post-apocalyptic version of one of my most popular urban SF environment packs. It includes all the original Deluxe Edition assets, plus more; this overgrown downtown version has been designed to resemble an abandoned, quarantined city based on real-world San Francisco. The performance has been further improved by optimizations using instancing, modules, and updated environment production techniques, resulting in much greater foliage density, buildings with interiors, a large-scale open world, all while performing at an improved framerate.

The goal was to create the most complete production-ready abandoned San Francisco downtown-inspired environment pack available for Unreal Engine. This release is a significant step forward in visual quality, usability, & optimization, giving creators a powerful time-saving toolkit to build realistic, cinematic post-apocalyptic city environments quickly and efficiently while closely representing a real-world location.

Whether you're creating open-world games, training for a zombie apocalypse, or making racing environments, cinematic trailers, training robots, or virtual production scenes, this environment pack provides the foundation for creating large, realistic, highly optimized post-apocalyptic urban real-time worlds with professional visual quality.

I'm always super-excited to see what you build!

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Technical Details

PRODUCT FEATURES:


• Fully playable environment included. (Add your game mode, then hit play)

• Over 2,400 Assets

• Over 1,460 Meshes & 1050 Substance-Painter PBR textures saving you time & hundreds of thousands of dollars

• 12 parked vehicle assets & a realistic 747 Airplane with a blueprint for it to fly around on a spline path, leaving contrails

• Over 140 building meshes. Over 40 unique, detailed buildings plus 100 vista buildings

• 10 buildings with simple Interiors with working door blueprints

• Over 60 Decals from road lines, arrows, dirt, grime, sewer covers, graffiti, tire marks, bike lanes, road patches, cracks, and much more.

• Includes highly optimized buildings utilizing HISM & ISMs

• RGB channel-blended material that allows the user to paint blends directly in the editor for dirt, grime, water, & more

• Niagara Particle system for birds, airplane contrails, smoke, and animated VDB Smoke plume

• Animated Ocean FFT flipbook for dynamic, highly customizable 3D water

• Comes with an accurately modeled, highly detailed Bay Bridge with an option for lights on or off

• Example post-apocalyptic downtown San Francisco map seen in the showcase video included

• Wind-driven, dynamically animated flags

• Optional WPO Wind-driven trees and foliage

• Background buildings have optional lights that come on when it gets dark via a customizable emissive material function

• Customizable volumetric clouds

• Closely based on real-world downtown San-Francisco

• Post-process camera shaders include adjustable fisheye lens & low-light camera noise. Adjustable camera shake and highly customizable rain-on-lens.

• Production-ready assets. Heavy use of trim texturing to reduce texture bloat.

• Optimized for real-time rendering

• High-resolution customizable PBR materials

• Clean topology and professional UV layouts

• Packed [MRAO] Texture channels : Red = metallic, Green = roughness, Blue = Ambient Occlusion

• Supports both UE4 and UE5

• Large-scale, over 1 km x 1 km playable area of downtown overgrown SF

• Includes many street props: meters, signs, hydrants, traffic lights, road materials & more...

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IDEAL FOR

• Open world games

• FPS shooters

• Urban racing environments

• Cinematic trailers

• Virtual production

• Architectural visualization

• Simulation environments

• And much more...

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Created by a 25+ year AAA game industry professional, Staff Environment Artist, using Maya, Blender, Substance Painter, and Unreal Engine production workflows. You can check out my online portfolio & LinkedIn resume to see some of the AAA games I've worked on.

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Documentation:

Documentation & FAQ (Shares the same Documentation Page as the Deluxe Edition SF City pack.)
Discord Community
In-editor Flythrough (YouTube).

Important/Additional Notes:

  • *Please note this pack does not contain any Metahuman assets, animals, zombies, weapons, pedestrians, or drivable vehicles that may appear in the showcase video. (Yes, parked vehicles, abandoned sailboats, construction vehicles, and the 747 jet are included in the pack). If you'd like to add drivable cars and characters, you can use Epic's Metahumans, City Sample vehicles, or Chaos Anima. Please read the FAQ & Documentation before purchase. This pack includes assets from my SF Deluxe Edition city pack. Please note that any real-world art sculptures or copyrighted structures that may appear in the trailer have been replaced in the 3D scene with make-believe structures such as Cupid's Span and the Aurora Fountain.

  • In ver. 5.3 and up, VDBs are supported. If you want to improve the draw distance and lighting of the VDB smoke, you can add these two Cvars into your DefaultEngine.ini r.HeterogeneousVolumes.IndirectLighting=1 and r.HeterogeneousVolumes.MaxTraceDistance=500000