Case Study · Autodesk 3ds Max

World
Building

Artist-friendly tools for creating complex environments at scale

Role
Functionality Advocate & Senior UX Designer
Timeline
2020 · Autodesk
Product
3ds Max · DCC-agnostic vision
Tools
3ds Max · Figma · Bifrost
World Building — city environment
How this came to be

World Building started as a conviction — not an assignment. I identified the gap, initiated the concept, and spent months pressure-testing it with artists, TDs, and engineering teams before bringing it to senior leadership. Once approved, I led the zero-to-one execution: from first principles to shipped architecture.

01 · Initiated
Identified the opportunity
Recognised world building as a critical, underserved capability in 3ds Max — and defined the vision for what a native, artist-friendly solution could look like.
02 · Validated
Pressure-tested with teams
Pitched the concept to engineering, product, and artist stakeholders. Stress-tested assumptions, gathered hard feedback, and refined the approach iteratively.
03 · Approved
Pitched to senior leadership
Presented the full vision to Autodesk senior leadership — making the case for investment, resourcing, and strategic prioritisation. Got the green light.
04 · Built
Led zero-to-one execution
Drove the concept from approved vision to working architecture — defining interaction models, the three-layer system, and the end-to-end workflow that would underpin the platform.

Making complexity creative

World building — the creation of large-scale, populated environments — is one of the most demanding challenges in 3D content production. Whether building a city, a landscape, or a crowd, artists need to manage enormous amounts of geometry, assets, and relationships while retaining the ability to art-direct every detail.

This project set out to define a cohesive vision for world building workflows in 3ds Max — and potentially beyond, with an architecture designed to be decoupled from any single DCC. The goal was to bridge the gap between procedural power and artistic fluidity: tools that think like artists do.

"Fluid creation of a multitude of assets via artistic means — with procedural, contextually aware relationships that assist in complexity management."

What artists actually need

3ds Max already does some of this well. The modifier stack and Particle Flow / TyFlow give artists meaningful procedural capabilities. But through research and ongoing conversations with modelers, environment artists, and technical directors, four clear gaps emerged consistently.

Forest world building example
Living room world building example
Crowd simulation world building example
Building world building example
Factory world building example
Environment world building example

World building spans a wide range of scales and disciplines — from dense urban environments to natural landscapes and populated interiors.

Where 3ds Max fell short

Artistic input
Artists needed brushes and sculpting tools — intuitive, interactive ways to place and manipulate entourage that speak to artists in a way a parameter field never can.
Visual browsing
No way to visually browse and select tools or content. Artists needed a visual, context-sensitive depot — thumbnails, drag-and-drop, multipurpose across presets, meshes, materials, and tools.
Preset workflows
Too many black boxes. Simple, rapid-to-dial common workflows built on modular tools — getting results with the least interaction, with seamless access to greater flexibility when needed.
Brush-based scattering in action

Brush-based scattering — intuitive, interactive, and fluid.

The Depot — visual content browsing

The Depot — context-sensitive, visual content browsing via thumbnails and drag-and-drop.

Artist-friendly proceduralism — the "how"

The vision centred on a single core idea: making complexity creative rather than simply manageable. That distinction matters — creative complexity opens new possibilities rather than just reducing friction with existing tools. Four principles guided every design decision:

Artist-friendly
Building blocks that do complete, understandable tasks — Noise, Shape Instance, Extrude. Not low-level math like vector, add, or array.
Modular
Operators at just the right level of abstraction — generally useful building blocks, combinable in different ways to achieve different results.
Functionally complete
Modifiers with most — if not all — of the options you'd want built in. Fewer nodes, quicker accessibility, less context-switching mid-task.
Minimal wiring
Implicit data management under the hood — little need for user intervention to achieve meaningful outcomes. Lower visual complexity than full node graphs.
Connected systems
Connected tools and workflows rather than disconnected black boxes. Fewer interfaces, more modularity, less friction between creative steps.
Contextually aware
Tools that understand the scene — buildings and roads alter scatter placement; terrain updates propagate dynamically; crowd systems interact with the landscape.
The modifier stack — artist-friendly proceduralism

The modifier stack as a model for artist-friendly proceduralism — understandable building blocks, combinable in different ways.

Forest scene — a complete workflow example

To ground the vision in real production conditions, we designed a complete end-to-end workflow around a representative task: an artist has been given a terrain mesh and tasked with creating a forest scene in early fall — knowing there will be art direction revisions, and needing to work quickly and artistically.

01
Import the terrain
Import a provided landscape geometry as a reference or USD file. Begin landscaping immediately — no setup overhead.
02
Select a preset workflow
From the Environment workspace, select the Scatter preset. A standalone dialog appears with exactly the options needed. Default proxy objects are placed across the landscape immediately.
03
Select assets from the Depot
The integrated Depot shows available tree assets visually. Select several models — proxies are immediately replaced with a random selection drawn from those choices.
04
Dial in the scatter
Straightforward controls: number of instances, randomisation for scale and placement, angle-based placement, masks to remove instances from unwanted areas.
05
Paint in the details
Switch to brush mode to paint in grass, plants, and rocks — selecting from the Depot and painting new instances directly in the viewport.
06
Art-direct at any level
Scattered instances can be manipulated individually or in mass, procedurally via maps or manually via brushes and transform tools. Changes are always available, never destructive.
07
Dynamic referencing
If the terrain mesh is updated, scatter instances update with it via USD. Instance objects can be swapped or updated dynamically — revisions propagate without manual rework.
Scatter preset workflow example

The scatter preset in action — tree placement across terrain geometry with immediate visual feedback in the viewport.

Three levels of interaction — under the hood

The artist-facing simplicity of presets and the Depot was underpinned by a three-layer architecture — giving the right level of control at every point in the workflow without exposing unnecessary complexity.

Layer 1 — Artist
Presets
Custom workflows created by developers or power users, geared toward exposing just the needed parameters. Simple to use, rapid to dial in, and built on modular tools for seamless access to greater flexibility when needed.
Layer 2 — Power user / TD
The Bridge
An artist-approachable, high-level workspace with functionality similar to the modifier panel or Particle Flow — but with operators geared toward specific workflows like scattering. Modular, combinable, portable. Works in a hybrid stack/graph that minimises visual complexity. Designed to be decoupled from any single DCC. The Bridge Editor has three parts: a hybrid graph of modifiers/operators, a control panel for respective controls, and a depot for the operators themselves.
Layer 3 — Developer
The Bifrost Board
A low-level tool for authoring operators for the Bridge. Provides developer-level control with extreme flexibility and extensibility — portable and capable of powering the Bridge's higher-level development.
The Bridge Editor — hybrid graph, control panel, operator depot

The Bridge Editor — hybrid graph/stack combining approachability with node-based power.

The Bifrost Board — developer-level operator authoring

The Bifrost Board — portable, flexible, and the foundation layer that powers everything above it.

Smart assets — context-aware at every level

The world building vision extended beyond scatter tools to a broader conception of smart assets — geometry, assemblies, and scenes that understand their context and adapt accordingly.

Smart assets and scene assembly

Smart assets in action — office chairs are procedurally placed around a conference table with subtle randomisation of position and orientation, while always facing inward toward the table. A simple example of contextually aware behaviour that would otherwise require tedious manual editing.

A vision that shaped product direction

The World Building user story served as both a product vision and a design framework — articulating not just what to build, but how to think about the relationship between procedural power and artistic control in environment creation tools.

Key contributions
  • Defined a cohesive product vision spanning scatter, brushing, asset management, and scene assembly
  • Established the three-layer architecture (Presets → Bridge → Bifrost) as the framework for balancing artist friendliness with technical depth
  • Articulated the Depot as a necessary UX component — visual, context-sensitive, multi-purpose content browsing
  • Designed a complete end-to-end workflow (forest scene) that stress-tested every design decision against real production conditions
  • Laid groundwork for a DCC-agnostic implementation — architecture designed to be portable beyond 3ds Max

Add specific shipped features, adoption data, or downstream product outcomes here as they become available

Where world building goes next