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