The Challenge
Building a UGC sandbox game in the spirit of Minecraft meant giving players real creative tools, not just pre-made pieces to place, including the ability to paint and generate terrain directly — a much harder technical problem than static level design.
Our Approach
The compute-shader-based terrain layer painter was the core technical risk, so it was built and proven first before the rest of the world editor was layered on top of it. Procedural mesh generation underpinned both the terrain system and the in-game editor, keeping player-built worlds performant as players added enemies, traps, and rewards. The full system was developed over a two-year cycle to get both the editor and the terrain tools to a shippable state.
Key Features
- In-game world editor for full player-built levels
- Compute-shader-based terrain layer painter
- Player-configurable enemies, traps, boosts, and rewards
- Contextual menu system for fast level editing
Outcome
A player-driven sandbox game where procedural mesh generation and the compute-shader terrain painter were the defining technical achievement of the build.
Leave a Comment