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Procedural Sky Island Generation

A tool to procedurally generate an engaging sequence of Sky Islands
Procedural Generation Tool
Primary Programmer
March 2025 – April 2025

A procedural generation tool that algorithmically constructs sequences of floating sky islands, each with unique terrain profiles, elevation bands, and spatial placement. Designed to produce varied but coherent environments suitable for game level design pipelines.

Procedural Generation Tool

Software Engineering Takeaways

The technical development of each of the PCG layers tested my knowledge of artificial intelligence algorithms and their implementation. I needed to understand the 3D space within Unity so that I could properly apply an inverse square gradient descent.

Software Engineering Takeaways

After researching "The Flame and the Flood" for inspiration, the team was able to plan out how our architecture would procedurally generate the islands. We decided to begin by using a gradient descent to place the islands within the layout and constructing the islands contents. We used Perlin noise to create the island meshes and then simulated on top of them based on all of the previous generations.

Project Contribution Takeaways

As this project did not have any leadership roles, I focused my efforts on determining how I could best contribute to the project. I aimed to keep the project moving smoothly and cohesively so I made an effort to pick up small tasks that connected each team members work.

Dynamic Spiral Structure

Optimized Island Placement

Structure Based Simulation

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