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Scott Hoffman
Game developer
Terrain Generator I made in Unity 3D for practice with grid-based procedural chunk generation using Perlin noise and ASTAR pathfinding.
The generator was made as a prototype level-creation method for a turn-based game. The system was designed to be highly customizable while also allowing a large degree of variability in the terrain. The generated terrain is compatible with pathfinding that restricts how far up or down a unit can move per step. The result is pathing that can find its way up and around cliffs for an enemy AI or auto-move for a player.
The video below demonstrates most of the functionality of the prototype.

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