Goal
The toolset is composed of four core systems: the Area Populator (micro-elements such as furniture and props), Building Generator (polygon-driven buildings with interior layouts), Dungeon Generator (subterranean structures including transit systems and caves), and the City Generator (large-scale urban layouts). Together, these systems enable both the recreation of real-world towns and cities using GIS data and the creation of entirely original, user-designed environments.
I led the research, algorithm design, system architecture, and UX development of the toolset. A major technical focus was ensuring fast, seed-based deterministic generation suitable for multiplayer environments, while maintaining deep modularity so creators can swap art packs and generate entirely distinct visual identities without altering core logic.