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Procedural Voxel Game

Infinite Minecraft-style voxel world, built solo in 10 days for the AEVI DevContest.

Gameplay & Systems Programmer

Unity 6, C# / Solo / 2026

Overview

A Minecraft-style voxel prototype made for the AEVI DevContest, where the challenge was to build a procedural voxel world with real-time terrain editing in just 10 days. I made it solo in Unity 6 with C#, and it got my school into the semifinals.

I had never worked with voxels or procedural generation before, so a big part of those ten days went into research, using technical guides and community resources to learn the techniques as I built it.

What I did

Infinite procedural terrain

The world is split into chunks that are generated around the player as they move, so it never runs out. Terrain height comes from 2D Perlin noise. To keep it fast, each chunk's mesh only includes the block faces that touch air (face culling), so hidden faces are never drawn.

Caves and ore veins

3D Perlin noise carves caves out of the ground and spreads veins of coal and other materials underground.

Custom player movement and terrain editing

The player doesn't use Unity's physics or its Character Controller. Before every move, it checks the voxel map in code to see whether the block it's moving into is solid. Blocks can be placed and broken in real time.

Seeds and spectator mode

Every world comes from a seed: the same seed always gives the same world, and leaving it empty picks a random one. A spectator mode lets you fly freely around the world.