Noise Maker

Procedural content is traditionally authored by programmers in code, using algorithms like Perlin noise. I wanted to bring this high level authoring to designers, especially those with no coding experience. As a solo developer, I created Noise Maker, which is currently available on the Unity3D asset store.

From the Asset Store

Noise Maker is a powerful toolset for designers and programmers to author procedural content in Unity. Now you can easily snap together noise modules to create unique landscapes, textures, and worlds. Looking for something a little more customizable? Noise Maker exposes an advanced API for creating new nodes with C# scripts. 

Built on Trusted Libraries

Reinventing the wheel was not a priority for Noise Maker, so I chose to build off of a C# binding for LibNoise. I added support for all of LibNoise’s extensive feature set, but I didn’t stop there. Noise Maker is also able to detect and include any new classes extended from LibNoise, giving programmers the ability to add new nodes to their editor.

Instantly Familiar

Noise Maker’s main editor looks and feels like a node based shader editor, a tool familiar to many designers. By snapping together various noise generators and mutators, a designer can create anything a programer could with LibNoise in C#.

Optimized for Live Editing

From the beginning, I knew Noise Maker’s node graph would require live, constantly updating feedback in the preview window. I used multiple threads in Unity’s editor to speed this along, and the ability to preview at various levels of quality for users on lower-end machines.

Loadable at Run-time

The assets created by Noise Maker are JSON files which can be loaded at run-time, allowing creators to update their game’s procedural content without rebuilding their entire game.