The procedural Building System behind Expedition 33

We recreated a procedural building generation tool in Unity, inspired by the modular architecture of Expedition 33: Clear Obscure. Starting from artist-drawn footprints, we generated building outlines, sides, corners, and rules for repeating facade elements like windows, doors, columns, balconies, terraces, and roofs. Our system uses a combination of procedural logic and pre-modeled assets: each building element is placed according to rules for spacing, repetition, and variation. Special care was taken for the roof structure and upper floors, adapting outline shrinking and segment-based techniques to match the reference style. The final mesh can be combined and exported as a single FBX, keeping material assignments intact. This project allowed us to explore modular workflows, procedural control, and export-ready pipelines entirely inside Unity, while experimenting with ways to alter models after placement and maintain consistent style across large cityscapes.

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Making of
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