To accentuate the otherworldly environment of the existing maps, and fully populate the new map for the release of Exocross, a variety of vegetation assets were developed. The design process involved either a tangential divergence from real foliage, or a completely new visual idea that lent itself to the alien feel of the world. Depending on the asset in questions, the tool used was either SpeedTree or Maya, with texturing done in Substance Designer and/or Painter. Houdini was also used to prepare the finished assets to match the technical requirements and for easy compatibility with the Orontes engine.