Sébastien Morris

sebw.morris@gmail.com

Back

Skybound Odyssey

Multiplayer Sandbox Exploration endless open world game

Role: Procedural Generation Programmer
Timeline & Team: 6 months, 7-person multi-disciplinary development team
Engine & Platform: Unity 3D, PC

A multiplayer sandbox and exploration game inspired by games like No Man's Sky, Minecraft and Raft. You travel through an endless world of islands floating in the air with the help of a flying boat that you can build yourself using gathered resources.

What I worked on

Procedural Generation Tool:

  • Island mesh generation (Compute Shader): Developed a GPU parallelised Marching Cubes algorithm using a dynamic chunk system. Integrated a custom falloff function to smooth out island borders.
  • 3D Perlin Noise implementation (Compute Shader): Implemented custom hash function-based 3D Perlin noise GPU generation used as data for the Marching Cubes algorithm.

Save/Load System:

  • World save & load: Programmed JSON file I/O operations to handle world data persistence across game sessions, specifically saving and loading world seeds, generated chunks, and dynamic player-environment interactions (props, vegetation, minerals, and entity states).

Unity 3D