Projects/Wave Function Collapse (WFC)

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.

UnityC#Wave Function CollapseProcedural GenerationParkourConstraint Systems
UnityUnity
Wave Function Collapse (WFC) Procedural Generation System

The 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.

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