Voronoi Forest

Procedural Generation

Every playthrough had to feel unique, so I used Voronoi noise to generate a different forest every time.

Topology

Each room still needed a tile system to be able to add another level of generation, so beyond the outline of the room, how the room was made had to be specifically tailored.

Topology in Action

To make sure models fit any tile, I had to write my own vertex exporter from Maya so I could generate them in Unity on a per-tile bases