Why Replicity

Cities aren't scanned into Unreal. They're modelled into it.


The Process

Imagery in. Procedural cities out.

Replicity specializes in creating concrete spatial data from arbitrary satellite and street-level imagery. We don't depend on exclusive LiDAR fleets or perfect capture conditions — we turn the imagery you can actually get into geometry you can ship.

From that data, we procedurally model large-scale real-world locations inside Unreal Engine: streaming-friendly LODs, editable structure, and performance budgets that hold at city scale — not one-off showcase meshes. Because the environments are built for Unreal, you can visually customize materials, lighting, and look — and keep editing the city after handoff without fighting a frozen scan.

Delivery is OpenUSD-first for interchange, with Unreal Engine as the primary runtime. The result is a city you can light, stream, restyle, simulate, and iterate — not a brittle photogrammetry dump.

The Data

What you get from Replicity.


Imagery → structured data
Satellite and street-level sources converted into concrete spatial geometry
Procedural city systems
Large-scale locations modelled procedurally for editability and scale
Unreal Engine delivery
Native UE5 packages tuned for streaming, LODs, and real-time performance — visually customizable and easy to edit in-editor
OpenUSD interchange
Primary handoff format for pipelines that span DCC tools and stages
Georeferenced worlds
EPSG:4326 default with custom CRS options for simulation and twins

The Guarantee

What we optimize for.

City-scale

Procedural coverage built for districts and full metros

UE5-first

Visually customizable Unreal environments that stay easy to edit after delivery

Any imagery

Expertise turning arbitrary satellite and street sources into usable data

Specs

How we compare.

ReplicityPhotogrammetry dumpsManual city modelling
InputSatellite + street imageryDedicated capture flightReference plates / maps
ApproachProcedural modellingDense mesh reconstructionHand modelling
ScaleDistrict → metroSite → neighborhoodBlock → precinct
Primary DCCUnreal Engine · OpenUSDMesh tools · FBX/OBJDCC of choice
Runtime fitStreaming-ready UE5Often needs retopoDepends on artist
Edit & look-devEasy in-editor visual customizationHard to restyle cleanlyArtist-dependent

Case Studies

Results in production.

Chicago Loop

Unreal game studio

12× faster

city block turnaround vs. hand modelling

Singapore CBD

Simulation platform

OpenUSD + UE5

single source of truth across tools

Dubai Marina

Virtual production stage

1 imagery set

procedural city rebuilt for LED volume use