The Evolution of Virtual Landscapes: Where Open-World Design is Heading
The scale of modern open worlds is staggering. From the sprawling plains of The Legend of Zelda: Breath of the Wild to the gritty realism of Red Dead Redemption 2, virtual environments now span dozens of square kilometers. But as players demand more immersion, the industry is moving beyond simple maps toward complex, simulated ecosystems.
The secret to this evolution lies in the tension between procedural generation—using algorithms to create content—and artistic control. While early open worlds relied on basic mathematical noise to create hills and valleys, the future of the genre is being shaped by geological simulation and artificial intelligence.
Beyond the Heightmap: The Rise of Volumetric Worlds
For years, most open worlds have relied on “heightmaps”—essentially 2D images where pixel brightness determines elevation. While efficient, this method ignores everything beneath the surface. This is why most games have “flat” bottoms or simple caves.
The trend is shifting toward deeper, volumetric modeling. Titles like Minecraft, Deep Rock Galactic, and Dwarf Fortress have already pioneered the use of algorithms that determine soil composition and cavity placement in three dimensions. We are seeing a move toward “geological mille-feuille” designs, where layers of earth, sediment, and rock vary in thickness based on the surface topography.
In these emerging systems, sediment naturally accumulates in valleys while erosion strips it from mountain peaks. This creates a cohesive link between the world the player sees and the world they dig into, making the environment feel like a singular, believable entity rather than a painted shell.
Simulating Nature: From Noise to Neural Networks
Early procedural generation used “noise functions” to create organic shapes. Yet, these often lacked geological causality; they looked like mountains but didn’t behave like them. The next frontier is the integration of physical simulations directly into the design pipeline.
Hydraulic and Thermal Erosion
Modern tools now simulate the actual physics of water and temperature. Hydraulic erosion models how water carves ravines and deposits sediment in plains, while thermal erosion simulates the freeze-thaw cycles that shatter rock and create scree slopes at the base of cliffs.

The AI Influence
Generative Adversarial Networks (GANs) are beginning to redefine terrain creation. By training on real-world elevation maps, AI can learn the statistical characteristics of specific regions—such as the Alps or coastal deserts—and generate new, plausible landscapes that maintain the “style” of real geography without requiring manual sculpting for every hill.
Creating Living Forests: The Biology of Gaming
A forest is more than just a collection of trees; it is a competitive biological system. To avoid the “copy-paste” look, the industry is adopting botanical mathematics. Many systems now utilize the Fibonacci sequence to determine leaf and seed arrangement, maximizing light exposure and minimizing overlap, just as real plants do.
Tools like SpeedTree, famously used in the film Avatar and various AAA titles, allow for the creation of “botanical LEGOs.” By defining a tree as a graph of adjustable components—trunk, main branches, twigs, and leaves—developers can generate thousands of unique individuals from a single species.
The future of vegetation lies in ecological simulation. Rather than random placement, developers are “sowing” virtual seeds and simulating their growth, competition for sunlight, and mortality. This ensures that pioneer species colonize clearings first, while larger canopy trees create the shade that defines the undergrowth, resulting in a distribution that feels naturally evolved.
The Balance of Believability and Gameplay
While technical realism is peaking, the ultimate goal remains the player experience. Red Dead Redemption 2 is often cited as a benchmark for believability, boasting a 95 OpenCritic score and selling 79 million copies due to its reactive, detailed world. In contrast, The Legend of Zelda: Breath of the Wild focused on how the open world empowers exploration and gameplay mechanics.
As we look toward future titles, including anticipated releases like Grand Theft Auto 6, the trend is toward merging these two philosophies: the absolute physical believability of a simulated world with the intuitive, player-driven freedom of an open-world adventure.
For more on how technology is changing the medium, see our guide on making video games more realistic.
Frequently Asked Questions
What is procedural generation in open-world games?
It is the use of algorithms to create game content automatically rather than manually. In AAA games, this is often used during development to create a base landscape, which is then refined and “frozen” by designers for the final release.

How do developers make virtual forests look real?
They combine several techniques: procedural growth algorithms based on botanical rules (like Fibonacci sequences), tools like SpeedTree for variety, and photogrammetry, which uses real-world photographs to create highly detailed 3D models of bark and leaves.
What is the difference between a heightmap and volumetric terrain?
A heightmap is a 2D representation of surface elevation (like a topographic map). Volumetric terrain models the world in 3D, allowing for complex underground structures, overlapping layers of rock, and destructible environments.
What do you value more in an open world: absolute geological realism or gameplay-driven exploration? Let us know in the comments below or subscribe to our newsletter for more deep dives into the tech behind your favorite games!
