PCG Third Person

Unreal Engine — PC, Meta Quest

A third-person environment generated from a small set of placement rules — terraces, ledges, bridges — laid over terrain that changes with each run. Every surface currently carries the same ink-hatched line work as Forever Labyrinth: a placeholder shader that reads more like a shared house style than a stand-in.

An aerial view over a hatched canyon settlement with rounded foliage shapes, a shaft of light breaking through the sky

The generation handles what repeats; the entrances, the thresholds, the places a player is meant to stop, are built by hand against it.

A hatched, line-textured character standing among wood-paneled buildings lit by a single warm sconce