Games & SimulationOpen source
The Burglar's Quest
A stealth-based game built in Unity, featuring a procedural generation engine that ensures unique spatial layouts and asset configurations per session.
Why I built it
To experiment with procedural generation algorithms and dynamic memory states in Unity, ensuring no two gameplay loops share the same spatial configuration or predictable item placements.
Architecture & decisions
Developed in C#. The core system relies on a custom procedural generation algorithm that randomizes the placement of trees, structures, and interior assets. It utilizes an internal state-tracking matrix to prevent asset duplication and overlap, coupled with custom trigger mechanisms for gameplay logic and stealth validation.
Key features
- 01Procedural environment and spatial prop generation
- 02Anti-duplication algorithm for dynamic assets
- 03Custom event triggers and stealth mechanics