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I'm still experimenting with Fable + Unreal Engine MCP, currently creating an infinite procedurally generated world with different biomes and villages

45,744 views • 1 month ago •via X (Twitter)

61 Comments

Amy Robinson Sterling's profile picture
Amy Robinson Sterling1 month ago

So cool! Can you make a kid version where you play as a field scientist and it teaches you about ecology and biology? Could add a time speed control so they could stand still and scrub though seasons to see animals grow through life cycles or years to see how trees grow etc

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

For the moment it’s a just a demo I use to experiment with AI and gameplay mechanics I’m not sure I will mantain this

Amy Robinson Sterling's profile picture
Amy Robinson Sterling1 month ago

It’s fun! Could you link me to the code? I can try to build it

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

Currently I didn't publish the code because it's a mess that I keep changing, btw if you want to replicate my setup, connect claude to unreal engine 5.8 MCP and ask what you want, I combined it with assets from @NatureDeveloper to generate a procedural world. For working with Fable in UE I suggest you to use an optimized subagents flow or you will burn your limit in 30 minutes, in my case I'm using this global CLAUDE.md file that instruct Fable to do the orchestration of gpt 5.6 subagents at medium reasoning

Amy Robinson Sterling's profile picture
Amy Robinson Sterling1 month ago

@NatureDeveloper Thank you this is awesome! Maybe this can be my new summer project with the kids. My GitHub is getting v messy lately 😅

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

@NatureDeveloper You are welcome! Happy that this is inspiring you, I will probably write a more in depth X article once I get some time

Joonas Uusitalo's profile picture
Joonas Uusitalo1 month ago

Does it actually work nicely? Opus 4.8 sucked with Unreal MCP. I was actually surprised how bad it was.

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

Currently I’m working with Fable as the main orchestrator model that uses multiple gpt 5.6 sol medium subagents for implementation and it’s working really well.

Marx Charle's profile picture
Marx Charle1 month ago

@JoonasUusi How do you do this ?

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

@JoonasUusi I’m using a global CLAUDE.md file that’s a slightly modified version of @theo’s. You can check it out here

₿ lockTent🎩 80 IQ Pleb's profile picture
₿ lockTent🎩 80 IQ Pleb1 month ago

You use nanite? I decided to go with unity for my stuff and kinda regretful

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

I use nanite yes and the native water system. In general I prefer the @UnrealEngine MCP integration compared to others because it feels more stable and doesn’t require any subscription (absurd that other game engines want you to pay even to connect Claude Code)

₿ lockTent🎩 80 IQ Pleb's profile picture
₿ lockTent🎩 80 IQ Pleb1 month ago

@UnrealEngine Did you run into some MCP UE5.8 issue with UBT always going down the project has no code path?

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

@UnrealEngine currently no, I’m also on UE5.8 with the official plugin and Claude code

1DC's profile picture
1DC1 month ago

It was able to take buildings and properly place all of them or is stuff floating around and not connected to the ground?

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

Yes, these are placed correctly on the ground, but not by the AI directly they are placed by a world generator that I built with Claude

1DC's profile picture
1DC1 month ago

Is there a size limit to this? As far as how big a world it can build?

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

Potentially infinite, the world engine is optimized to load only the chunks you need (like in Minecraft) and can generate an infinite amount of chunks based on location + seed

Frenais World's profile picture
Frenais World1 month ago

How did you create this environment and what was your workflow?

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

The workflow is Claude Fable as main orchestrator model + gpt 5.6 sol subagents connected to @UnrealEngine 5.8 MCP. The world is infinite and procedural with assets from @NatureDeveloper (they are way better than what is showing here, I’m still working on it) I’m going to write a more in-depth article soon

Frenais World's profile picture
Frenais World1 month ago

@UnrealEngine @NatureDeveloper Hi Marco! Love your UE 5.8 MCP work. I have a question: if you already have a heightmap and Landscape Auto Material, how do you tell the AI where to place roads, villages, bridges, trees, and other assets? Do you describe design rules, use PCG, or something else? Thanks!

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

Thanks! In my case the heightmap is generated at runtime based on the chunk’s X/Y coordinates and seed, so I mainly described the rules and biome specifics. If you’re using asset packs, you can also tell the model to learn those rules and identify which assets serve which purpose by analyzing the demo level maps. This will handle a good amount of the work, and you can then fine-tune the random procedural generation by iterating with the model

Frenais World's profile picture
Frenais World1 month ago

@UnrealEngine @NatureDeveloper Thanks! Could you share an example of the actual rules you give the AI? Not the full prompt if it's private, but a few examples of the design rules or biome rules that produce good results. I'd love to understand how you "think like a level designer" when prompting the model.

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

I'm not a level designer I'm just experimenting with it a bit so I'm definetely not an expert, but for the "dense forest" biome I asked for a terrain that should have coherent interconnected paths build with the gravel asset, these should be generated before starting to place the trees and other assets to avoid building on top of the road. Then start enriching the terrain with trees that can vary in height and density and all the small details like moss, mushrooms, leaves, grass, the cliffs should mantain a rock like texture

Frenais World's profile picture
Frenais World1 month ago

@UnrealEngine @NatureDeveloper Thanks for information.

Abyss Monitor's profile picture
Abyss Monitor1 month ago

Looks amazing

Cederik ᯅ's profile picture
Cederik ᯅ1 month ago

Have my follow!

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

Gonna post some updates soon

Profexor's profile picture
Profexor1 month ago

If cost is the issue GPT 5.6 or Kimi K3 is a preferred option. Just connect it to MCP and it turns out to be wild.

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

@jennofrie08 I still prefer Fable as the main model that orchestrates gpt 5.6 subagents

PhiLip's profile picture
PhiLip1 month ago

cool

Mug Club Boutique 31007's profile picture
Mug Club Boutique 310071 month ago

Question: whats a good library for the body and moving

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

This is the default unreal engine 3d character, if you create a third person template you get this basic movement, you can easily find more animations from mixamo to start

Mug Club Boutique 31007's profile picture
Mug Club Boutique 310071 month ago

Thanks

ᙢinus ᙡells's profile picture
ᙢinus ᙡells1 month ago

I am doing the same, spent about 500 million tokens already

Kyle Sorensen's profile picture
Kyle Sorensen1 month ago

How are you liking the MCP, does it work well? I was thinking about using it to create some worlds I could explore in VR

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

In Unreal it works really well way more stable than unity imo. I’m not using it to create the assets, these are from packs I already own

🇧‌🇦‌🇳‌🇩‌🇮‌🇹's profile picture
🇧‌🇦‌🇳‌🇩‌🇮‌🇹1 month ago

@kylensorensen Could you link the packs? I need this I'm tired of unity gunna use unreal instead

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

@kylensorensen These are a mix of hivemind and naturemanufacture assets, I got a lot of them trough multiple humble bundles

jake berg's profile picture
jake berg1 month ago

pretty!

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

Thanks! I’m testing it isometric now because I like to change concept every 5 minute

LAION's profile picture
LAION1 month ago

could you share your code on github? :)

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

Currently this is merely a demo. If you want the MCP is the official Unreal plugin

luella's profile picture
luella1 month ago

whoa, are the buildings modular or do they come individually pre-made? trying to do town generation with fable + MCP too and i'm not having much luck 😓

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

Yes, they are modular, not prebuilt; you still need some adjustment where you explain the model which part is which, since sometimes it mixes them incorrectly

Rob Jones's profile picture
Rob Jones1 month ago

Oh nice Much further than I have managed Any tips on how to get that far and results ?

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

Use AI mainly to do logic / code work while you can buy assets from @fab (in my case I'm using @NatureDeveloper environments pack) Before implementation do a research on what you want to build, do not tell the model "create me a procedural world" but instead research the topic with GPT 5.6 Sol Pro before to understand what you should ask Use a combination of Fable + other models as subagents, this to avoid burning your limits in 30 minutes, you can find my global CLAUDE.md file here:

Walid Aliouche's profile picture
Walid Aliouche1 month ago

Did he manage to grab the assets by himself?

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

I directed him toward the imported packs I already possess and described their use afterward, procedural generation positioned them

Manaverse Compendium's profile picture
Manaverse Compendium1 month ago

That's easy , the hard part is filling the world with actual content and lore and interactive elements and mobility

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

True but the scope of this demo was to start testing AI development tools, even with them you still need to iterate a lot, know the art direction you want and craft a proper gameplay

Mike's profile picture
Mike1 month ago

this looks incredible.

Daniel Zúñiga ✋'s profile picture
Daniel Zúñiga ✋1 month ago

naaah this has to be a joke, right? it's too good like, unreal good

Marco Cuciniello's profile picture
Marco Cuciniello1 month ago

Assets are from packs I own while all the terrain / heightmaps / structures / biomes are procedurally generated

Nigel Higgs's profile picture
Nigel Higgs1 month ago

I tried a blender/mcp with Claude and was very disappointed. It can’t visually under the scene at all. I suppose this works if you make it from scratch because the model can label the objects itself and that helps with “seeing”?

Lynph's profile picture
Lynph1 month ago

Please let this be only a demo. Otherwise performance will leak unexpected ways

AshmanRoonz's profile picture
AshmanRoonz1 month ago

I built Last Ship Sailing in html/js, but I am wondering if I should remake it in Unreal just so I can fly my ships in scenes like this! What do you think? should I do it?

SD House Mafia's profile picture
SD House Mafia1 month ago

Yeah it's not s game cunt

Mug Club Boutique 31007's profile picture
Mug Club Boutique 310071 month ago

Im starting my first game

Chess Charter's profile picture
Chess Charter1 month ago

I'm making an RTS this way, but using 5.6 Sol Max for everything. Day 3 so it's too early to tell if this will work.

Rick Wong's profile picture
Rick Wong1 month ago

Are the packs you created a big part of why the procedurally generated world looks so alive? Or the algorithm plays a big part as well? It looks great.

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