Procedural Structures

OVERVIEW

At Procedural Worlds, I lead development of Storm’s Structure Generation Toolset, a scalable framework for generating anthropogenic environments in Unity. The system spans interior spaces to full cities through four interconnected procedural generators designed for performance, flexibility, and deterministic multiplayer support.

Building Angled View
Procedural City Structure

YEAR

2025

ROLE

LEAD PROGRAMMER

UX DESIGNER

SERVICES

PROCEDURAL PROGRAMMING

SYSTEM DESIGN


About the project

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.

Altar Area Angled View
Building Area Angled View
Altar Area Angled View + Gizmos
Building Area Angled View Gizmos
Smooth Scroll
This will hide itself!

Procedural Structures

OVERVIEW

At Procedural Worlds, I lead development of Storm’s Structure Generation Toolset, a scalable framework for generating anthropogenic environments in Unity. The system spans interior spaces to full cities through four interconnected procedural generators designed for performance, flexibility, and deterministic multiplayer support.

Building Angled View
Procedural City Structure

YEAR

2025

ROLE

LEAD PROGRAMMER

UX DESIGNER

SERVICES

PROCEDURAL PROGRAMMING

SYSTEM DESIGN


About the project

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.

Altar Area Angled View
Building Area Angled View
Altar Area Angled View + Gizmos
Building Area Angled View Gizmos
Smooth Scroll
This will hide itself!

Procedural Structures

OVERVIEW

At Procedural Worlds, I lead development of Storm’s Structure Generation Toolset, a scalable framework for generating anthropogenic environments in Unity. The system spans interior spaces to full cities through four interconnected procedural generators designed for performance, flexibility, and deterministic multiplayer support.

Building Angled View
Procedural City Structure

YEAR

2025

ROLE

LEAD PROGRAMMER

UX DESIGNER

SERVICES

PROCEDURAL PROGRAMMING

SYSTEM DESIGN


About the project

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.

Altar Area Angled View
Building Area Angled View
Altar Area Angled View + Gizmos
Building Area Angled View Gizmos
Smooth Scroll
This will hide itself!