Procedural Content Generation System
Procedural content generation system developed in Unity, focused on building parametric environments with controllable and reproducible results. The project explores rule-based generation, combining deterministic logic and seeded randomness to create structured yet varied content, with a focus on flexibility and runtime control. Demonstrates a modular approach to environment generation, including layout construction, instancing, and rule-driven prop placement. In the video version, we initially used assets by Kay Lousberg, which were later replaced with our own proprietary assets for the final implementation.
View live project