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Research · 2021

Frozen Depths

Technical research project exploring procedural terrain and mesh generation with the Marching Cubes algorithm.

My role

Graphics and systems programmer focused on procedural generation.

Explore the technical details

Unity

Capabilities

  • Marching Cubes mesh extraction
  • Procedural terrain generation
  • Real-time mesh updates
  • Simulation-driven world shaping

I used the prototype to explore how procedural mesh generation responds as the underlying simulation changes, and how those updates can become part of the gameplay loop.