Independent project · Work in progress

WorldGeneratorPro

Work in progress. This Unity Asset Store package is not yet released. Features, visuals and names may change.

A procedural generation toolkit for Unity, covering worlds, roads, districts, buildings and interior layouts, with editor tools for inspecting the generated results.

StatusWork in progress · Planned Unity Asset Store packageFocusProcedural generation and developer tooling

Core features

World generation and editor tools

WorldGeneratorPro builds seeded 2D world and building layouts, then keeps rendering and editor inspection as separate concerns. Its current pipeline covers the route from terrain and roads to interior rooms, openings and props.

Composable world pipeline

A seeded pipeline composes terrain, roads, blocks, zones, lots, buildings and interiors into world data. The scene bootstrap and headless tools share the same processor composition.

City and building layout

Road, zone, lot and building stages turn a seed into a structured city layout. Building archetypes and interior profiles supply layout rules while keeping the generated footprint, rooms, walls, doors and windows available as data.

Interiors and connectivity

Residential and floor-plan strategies share a common interior data contract. Boundary and room-connectivity data supports queries for rooms, openings, passable neighbours and travel distance without reconstructing topology from rendered tiles.

Building Workbench

The editor Workbench can search and filter generated buildings, switch between rendered and floor-plan views, inspect rooms and markers, reroll selected scopes, and stress-test repeated layouts for validation and preview-to-world parity.

Rendering and art mapping

Generation data is rendered through replaceable painter assets. The current package includes edge-aligned 3/4 and top-down blob tile rendering, plus a prototype perspective mesh view. Named atlas pieces, configurable 3/4 atlas layouts and validated cell sizes keep art mapping outside generation code.

Sun shadows and ambient occlusion

The world renderer bakes exterior building shadow masks and per-building interior ambient occlusion. Scene view controls adjust the shadow direction and length while inspecting generated results.

World generation

Worlds and buildings

The tool combines procedural world layouts with roads, zones and generated buildings. The screenshots show different building footprints and interior layouts within the same generated world.

Generated world with roads, plots and varied building interiors
Work-in-progress world generation: roads and building plots containing different interior layouts.
Generated building layout variants beside roads and crossings
A closer view of generated layouts within the road network.

Building Workbench

Inspecting layouts

The Building Workbench lists generated buildings and lets their room layouts be inspected as rendered interiors or floor plans. The views show room sizes, doors, windows, entry points and spawn markers alongside the selected building.

Building Workbench showing generated military barracks and room details
The Building Workbench with a rendered interior, room list and layout details.
Building Workbench floor plan showing named rooms and connection markers
Floor-plan view with named rooms and colour-coded openings and markers.

Rendering

Themes and views

Generation data is separate from rendering. These examples show tile-based themes and top-down or perspective wall treatments applied to building layouts.

Cathedral-themed generated interior with blue stone walls
Cathedral-themed rendering of a generated building.
Castle Keep themed generated interior
Castle Keep-themed rendering of a generated building.
Generated interior with perspective wall rendering
Prototype perspective mesh rendering of a generated layout.
Generated interior with top-down wall rendering
A generated layout using top-down wall rendering.

Lighting and shadows

Ambient occlusion

Baked interior ambient occlusion adds contact shadows around walls, corners and furniture.

Cathedral building with ambient occlusion disabledThe same building with ambient occlusion enabledAO onAO off

Sun shadow preview

Sun direction and shadow length

The shadow system sweeps baked building footprints away from the sun. Direction rotates the cast shadow; length controls how far it extends.

This browser preview mirrors the package’s Scene view controls, with baked interior ambient occlusion enabled.

Generated building with baked interior ambient occlusion and adjustable exterior shadows

Sun from: 0° east · 90° north

Exterior building shadows with baked interior ambient occlusion.

Art workflows

Custom templates and atlas mapping

I am developing custom art templates alongside the generator. The Atlas Layout Editor maps named wall and overlay pieces to cells on a sprite sheet, supporting custom cell sizes and sheet layouts within the package’s art contracts.

Art mapping is stored as data, so supported layouts can be configured without changing generation code.

More tools

StatConductor