Procedural Map Generation
A system for generating game environments through procedural logic, reducing reliance on manually authored layouts.
Explore system →I build gameplay systems, procedural worlds, and AI-driven mechanics. This portfolio explores the technical work behind the experience.
A collection of gameplay systems, technical experiments, and development work.
A system for generating game environments through procedural logic, reducing reliance on manually authored layouts.
Explore system →AI behavior and decision-making systems designed to support dynamic interactions within the game world.
Explore system →Reusable gameplay logic for health, damage, and entity state management, designed to separate rules from presentation.
Explore system →Gameplay systems for managing resources and the rules governing how they are tracked, consumed, or updated.
Explore system →No projects in this category yet.
Each project deserves a deeper breakdown of its architecture, implementation, and technical challenges.
Problem: How can environments be generated from rules instead of being built entirely by hand?
Implementation: Document the generation algorithm, data flow, constraints, and how the result is constructed in Unity.
Add your actual algorithm, screenshots, and results here.
Problem: How are decisions and behaviors selected and updated during gameplay?
Implementation: Explain your actual behavior architecture, decision rules, and integration with gameplay systems.
Add a behavior diagram, code samples, and a gameplay clip.
Problem: How can health and damage behavior be maintained consistently across entities?
Implementation: Explain how health changes, damage is applied, and other systems respond to state changes.
Add your real component design and interaction examples.
Problem: How are resources stored, modified, and consumed by gameplay systems?
Implementation: Describe your actual resource data, validation rules, and system interactions.
Add a resource flow diagram and a code example.
I'm a developer focused on the systems that make games work: gameplay logic, procedural generation, AI, and reusable technical architecture.
This portfolio documents my development work, the problems I explored, the approaches I tested, and what I learned while building them.
Edit this list to reflect the technologies you actually use.
Interested in my work or have a project in mind? I'd be happy to connect.