CASE STUDY · UNNAMED ARCADE · GAME ENGINE AND LEVEL EDITOR

Unnamed Arcade: a game where players build the game

Unnamed Arcade is a block based game where players create their own arcade games. They set the start, the finish, the objective, the enemies, the weapons and the rewards, and the engine builds the level procedurally. A compute shader layer painter makes every level look hand crafted.

CLIENT
An independent game developer
INDUSTRY
Games
WHAT WE BUILT
Block based game engine and level creator
OWNERSHIP
The client’s own game, built by Pixent
Unnamed Arcade title screen over a block built world
AT A GLANCE
  • Procedural levelsGenerated from a few player choices
  • Player madeGoals, enemies, weapons and rewards
  • Painted on the GPULevels drawn using compute shaders
  • Block buildingMinecraft style, for hand made levels
THE PROBLEM

Players want to make games, not just play them

Many players dream of designing their own levels, but game making tools are complex and slow to learn.

Hand building every level also limits how much content a game can ever offer.

The goal was a game where players create arcade challenges in minutes, and the engine makes them look great automatically.

HOW WE SOLVED IT

A game that makes games

We built an engine where players set the rules and the game builds the world around them.

  1. 01

    Set the rules, get a level

    Players choose a start point, an end point and an objective. The engine generates the level around those choices.

    THE CHALLENGEProcedural levels can easily feel random or unfair.
    HOW WE SOLVED ITWe built generation rules that respect every choice the player makes, so each level is playable and makes sense.
  2. 02

    Your enemies, weapons and rewards

    Players pick which types of enemies appear, which weapons can be used, and what the rewards are.

    THE CHALLENGESo many combinations could easily break the balance of a level.
    HOW WE SOLVED ITWe designed enemies, weapons and rewards as building blocks that always combine safely.
  3. 03

    Levels painted on the graphics card

    A layer painter running on compute shaders blends materials and details across every level in real time.

    THE CHALLENGEGenerated levels often look plain and repetitive.
    HOW WE SOLVED ITPainting in layers on the GPU gives every level rich, varied surfaces without any hand work.
  4. 04

    Build it block by block

    Players can also build levels by hand, placing and removing blocks just like in Minecraft, then mix them with generated terrain.

    THE CHALLENGECreation tools must stay simple, or players give up.
    HOW WE SOLVED ITBasing the whole engine on blocks keeps building intuitive, and generated and hand built areas fit together seamlessly.
THE OUTCOME

Players become the designers

Players create their own arcade challenges and play them straight away, while procedural generation and GPU painting do the heavy lifting.

  • Endless content, made by the players
  • Rich visuals without hand building every level
  • An engine that can power other games too

Inside the project

The World Editor: choose enemies, weapons and blocks, then generate
The World Editor: choose enemies, weapons and blocks, then generate
Rewards players set themselves, unlocked on victory
Rewards players set themselves, unlocked on victory
Weapons with real stats: damage, magazine, reload and recoil
Weapons with real stats: damage, magazine, reload and recoil
FOR YOUR TECHNICAL TEAM

What it is built with

Not technical? You can skip this part.
ENGINEUnity
GENERATIONRule based procedural levels
RENDERINGCompute shader layer painter
BUILDINGBlock based level creator
GAMEPLAYCustom enemies, weapons and rewards
OWNERSHIPBuilt for the client, who owns the game
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