Playable Algorithms | Procedural Experiments in Unity

Procedural Content Generation, Infinite Terrain Generation, Unity (C#), Custom Systems, Procedural Mesh Generation, Runtime Simulation, Deterministic Seeds
Client
Role
Unity Developer
Time
Oct - Dec, 2025
Result
These explorations inform my broader research and game design practice, where procedural logic supports interactive storytelling and educational systems, turning randomness into a repeatable, designable medium.

These experiments investigate structured randomness: how rule-based systems, constraints, and seeds can produce variation without sacrificing coherence, readability, or aesthetic identity.

Design Focus

01 Designing systems rather than static assets

02 Shaping randomness through intentional constraints

03 Building generative pipelines that remain controllable

04 Creating computationally driven worldbuilding tools

Flocking Behavior Simulation

Emergent multi-agent motion from simple local rules. Inspired by the swirling paper birds in Spirited Away, this system generates complex global motion from minimal local interactions, fully parameterized and tunable at runtime.

What It Demonstrates:

Emergent Behavior Global order arising from purely local rules

Multi-Agent Coordination Cohesion, alignment, and separation dynamics

Obstacle-Aware Navigation Real-time environmental responsiveness

Perturbation Recovery Stability maintained after external disruption

Motion Trace Visualization Dynamic trajectory rendering for behavioral clarity

Technical Highlights:

Boids AlgorithmCohesion · Alignment · SeparationWeighted Obstacle AvoidanceReal-time Parameter TuningDirection-facing OrientationProcedural Trail RenderingFade Control

Arctic Infinite Terrain System

A stylized arctic navigation environment where terrain and ecosystem elements are generated dynamically as the player moves forward. The system maintains world continuity through chunk-based streaming while applying spatial rules to place environmental objects.

What It Demonstrates

Procedural World Streaming Forward-loading chunk generation as player advances

Infinite Horizon Architecture Seamless expansion of navigable space

Noise-based Terrain Shaping Continuous, natural-feeling height variation

Rule-driven Ecosystem Spawning Controlled placement of ice floes, wildlife

Navigation-Aware Design Performance-conscious environmental layout

Technical Highlights:

Perlin / Noise Terrain GenerationChunk Alignment SystemCamera-driven StreamingSpatial Spawn ConstraintsAnti-clustering LogicLightweight Stylized Rendering

Procedural Vehicle Generator

A deterministic procedural vehicle system where each integer seed produces a unique, fully reproducible vehicle identity. Bodies are constructed using Bézier patch geometry, assembled from modular components, balancing structural consistency with open-ended stylistic variation.

What It Demonstrates

Deterministic Generation Same seed always produces the same vehicle

Modular Assembly Architecture Component-based construction pipeline

Constraint-based Variation Controlled randomness within structural rules

Procedural Mesh Construction Runtime geometry built from scratch

Physics-ready Integration Colliders and rigidbodies auto-configured

Technical Highlights:

Bézier Patch Body ConstructionFactory-pattern Component GenWheels · Lights · Intakes · RoofProbability-controlled FeaturesSeed Management SystemRuntime AnimationWheel Rotation · Wipers

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