This talk provides an overview of common approaches to authoring procedural environments in games. It then describes the pipeline used to author rock formations for the short film "The Blacksmith" in 3 sentences or less: A) Unique objects were created using procedural generation tools, exported, cleaned up, and had textures projected to create normal maps and albedos, then detailed in Substance Painter. B) For backdrop objects, height maps from Terragen were made tileable and used to displace basic shapes in 3DS Max, which were optimized and given procedurally mixed textures for variation. The method aimed to create natural-looking detailed objects efficiently without extensive modeling and allowed reuse across different environment types for different