Data-driven worlds
Biome assets and registries keep terrain, foliage, roads, and villages configurable.
Game lab · Unity URP
Procedural terrain, biome boundaries, geometry-shader grass, low-poly water, and a village full of hand-placed buildings. This page is here to show the engineering taste behind the side project, even before the web build lands.
Actively in developmentWorld
Temperate, frontier, and mountain data assets drive placement and presentation.
Visuals
Geometry grass, stylized sky, material tuning, and warm low-poly atmosphere.
Systems
Editor builders, registries, save data, procedural placers, and scene setup scripts.
Biome assets and registries keep terrain, foliage, roads, and villages configurable.
Terrain chunks, placement logic, and scene setup show repeatable systems design.
Custom builders and setup scripts reduce manual scene work and speed iteration.
URP materials, sky, water, and grass create a consistent atmosphere.
Updated Aug 2026
Shipped · Apr 2026
Phase A · Core systems
Camera modes, death system, combat, squads, arena.
Shipped · Jun 2026
Phase A5 · Polish and persistence
Ambient pass, save/load, enemy state, playtest fixes.
Building
Phase B · Biome system
Data assets and registry, editor builder, placement and boundaries.
Next
Phase C · Browser-playable build
Turn the splash into a demo people can play in a tab.