My Contributions
As the sole developer, I implemented:
Spherical Planet System - Custom gravity, camera orientation, and player movement that adapts to a globe where “down” is always at the core.
NASA ETOPO Integration - Python pipeline converting real-world elevation data into binary Unreal can read, bi-linear interpolation for smooth terrain
Truncated Cube Core - 14 face Archimedean solid geometry solving the convergence between problem when players dig toward the planet center
Multiplayer Networking - Session hosting, player synchronization, and chunk replication across clients
Voxel Terrain Generation - Marching cubes mesh generation with chunk based loading/unloading around players
Hierarchical AI Pathfinding - Custom voxel based navigation system replacing traditional NavMesh for spherical terrain
This project is currently in development and represents my most technically ambitious work to date.
The Foundation
Island Escape (Capstone Project)
VoxelWorlds grew from the technical systems I built for my capstone — a single-player voxel survival game featuring chunk-based terrain generation, procedural dungeons, and destructible environments. The core challenge of generating and managing voxel terrain at runtime became the foundation for VoxelWorlds' far more ambitious goal: wrapping that same technology around a sphere using real-world elevation data.
Technical Details
Built With:
Unreal Engine 5
C++ programming
Python (heightmap preprocessing)
Multiplayer Networking
NASA ETOPO 2022 Data
VoxelWorlds
A multiplayer voxel survival game set on a fully spherical planet using real NASA elevation data. Players explore, mine, and survive on actual Earth terrain wrapped around a globe with proper gravity and compass navigation.
Genre: Survival / Adventure
Platform: PC (Windows)
Engine: Unreal 5
Language: C++
Development Time: In Development
“To Infinity and Beyond!”
Role: Solo Developer