Subdivisionary
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Subdivisionary


Getting to the bottom of topology

Quick Update - Procedural Architecture

My second try at procedural buildings

Posted on May 28, 2020

Since my last post, Building generation has been my sole focus. [Read More]
Tags: software ai gamedev architecture procedural generation unity cyberpunk cityscape open world random

Blocks, Lots, and Props

(oh my)

Posted on March 26, 2020

While the current global pandemic is nothing to be celebrated or trivialized, I have been thankful for the opportunity to work almost uninterruptedly on the city generator. [Read More]
Tags: software ai gamedev architecture procedural generation unity cyberpunk cityscape open world random

Parcel Division

Making complex road patterns with simple algorithms

Posted on February 22, 2020

This post took a while because I spent a month in Japan. Staying in Tokyo gave me a lot of inspiration for this project! Dense neon cities like Tokyo are exactly the feel I’m going for with this project. [Read More]
Tags: software ai gamedev architecture procedural generation unity cyberpunk cityscape open world random

The Anatomy of a Street Block

War, pestilence, death, and code revision

Posted on August 2, 2019

[Read More]
Tags: software ai gamedev architecture procedural generation unity cyberpunk

The quest for infinite cities

Making urban landscapes with algorithmic design

Posted on July 9, 2019

[Read More]
Tags: cityscapes procedural generation architecture
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Andrew Quist  •  2021  •  MyWebsite.com

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