← Work

Eco System Simulation

Unity · C# · BSc Games Development Year 3

A space-themed ecosystem simulation built in Unity, designed to operate autonomously without player input. The world simulates civilian movement between space stations, resource gathering, mineral mining and threat response, all driven by AI state machines managing the behaviour of individual entities.

The project implemented a custom octree for spatial partitioning and 3D pathfinding, moving away from the flat navigation approaches common in most game projects. The goal was to build a believable living world as a technical foundation for a larger scale simulation and RTS concept.

Minimal Interaction

The player has no involvement in the simulation but can explore and observe the actions of each unit, reading behaviour and understanding how each entity participates in the ecosystem model.

Economy & Resources

Civilians move resources between stations forming a basic trade system. Stations consume resources to operate — running dry stops civilian movement and the world decays. Carrier ships gather resources to keep stations operational.

Harvesting & Defence

Dedicated mining ships identify and harvest loose mineral clusters. Threats too close to stations trigger fighters to launch and defend, keeping the simulation self-sustaining.

Map Generation

Editor tooling to procedurally generate the map into an octree structure for 3D pathfinding, with controls for scale and density. Built modularly to support other generation methods and future projects.