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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.

Tech stack

Languages
Frameworks & libraries

Performance & metrics

  • Memory-safe dynamic object instantiation
  • Optimized spatial collision detection

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

  1. 01Procedural environment and spatial prop generation
  2. 02Anti-duplication algorithm for dynamic assets
  3. 03Custom event triggers and stealth mechanics