Wave Function Collapse (WFC)
Procedural Generation System
A Unity procedural generation system that uses modified Wave Function Collapse to build parkour spaces around traversal logic, not just tile adjacency.
UnityThe Problem
Procedural generation for movement-heavy games is only useful if the spaces it creates are actually playable. I wanted to build a Unity generation system that produced parkour-friendly environments shaped around traversal logic, not just random adjacency rules.
What I Built
Designed and implemented a modified Wave Function Collapse system in Unity for traversal-friendly parkour generation
Developed a modular constraint framework using socket rules, rotation handling, and multi-level adjacency validation
Tagged environment modules with traversal actions such as jump, climb, and wall-run to steer generation toward playable routes
Built custom tooling to bake authored prefabs into reusable procedural modules for faster iteration and content scaling
Focused the generation pipeline around coherence, controllability, and movement-aware layout composition
Why It Matters
This project shows algorithmic thinking applied to gameplay design. It highlights my ability to turn generation, tooling, and movement requirements into a controllable system that supports iteration and produces more intentional results.
Explore Further
Gameplay footage, release pages, documentation, and supporting material.