A first-person 3D game built with Unity to demonstrate advanced technical capabilities in procedural generation, real-time rendering, and gameplay systems.
Originally started as an algorithm-focused graduation project, PAM evolved into a full technical showcase exploring multiple disciplines of game development including runtime maze generation, shader experimentation, and original soundtrack production.
👉 https://rookiexd.itch.io/pamgrad
Platform: Windows
Genre: 3D First-Person / Procedural Exploration
Download the playable build:
👉 https://rookiexd.itch.io/pamgrad
No installation required — extract and run.
Because this is an independently developed game without a code-signing certificate, Windows may display a security warning.
- Procedural maze generation algorithm
- Runtime level creation
- Custom shader implementation
- Original soundtrack production
- End-to-end solo development
The project initially began as an algorithm-driven system designed to showcase strong problem-solving and procedural design skills.
After completing the core maze generation architecture, the scope was intentionally expanded to explore rendering techniques, environmental design, and audio production — transforming the project into a multidisciplinary technical experience.
- Dynamically generated maze on every run
- Algorithm-based layout ensuring unique player experiences
- Designed to encourage spatial reasoning and exploration
- Dedicated section highlighting custom shader work
- Real-time visual experimentation
- Environment crafted to emphasize graphical depth
- All in-game music composed and produced by me
- Audio designed to reinforce atmosphere and immersion
This was a fully solo-developed project built from the ground up.
I was responsible for:
- Gameplay programming
- Procedural generation architecture
- Shader implementation
- Level design
- Audio composition & integration
- Core game systems
- Unity
- C#
- Procedural Generation
- Shader Development
- Audio Production
Some visual assets were self-produced, while others were sourced from publicly available libraries.
Sound effects were collected from platforms such as Freesound and used in accordance with their respective licenses.
PAM represents my ability to design complex interactive systems, implement algorithmic solutions, and deliver a complete gameplay experience as a solo developer.
The project reflects both technical depth and a multidisciplinary approach to modern game development.