World design platform · Unity SDK

Build endless game worlds from a single creative vision.

Craft A World turns your game’s map vision — biomes, factions, settlements, roads, constraints and gameplay rules — into reusable templates, endless pseudo-maps, and fully rendered Unity terrain through an SDK.

A generated pseudo-map showing biomes, settlements, roads and points of interest
BiomesSettlementsRoadsPOIsConstraints
Generated Pseudo-Map
SDK Binding

Bind once → render many

A Unity-rendered 3D terrain produced by the Craft A World SDK
AssetsTexturesTerrain
Rendered Unity World

Structured worlds

From world design to playable terrain

Most procedural tools generate terrain. Craft A World generates structured worlds. Define the rules of your world, save them as a template, generate endless valid map blueprints, then let the SDK render them inside your game engine.

Define the World Logic

Describe the biomes, entities, factions, constraints and relationships that make your world work.

Generate Endless Valid Maps

Create many pseudo-maps that satisfy your constraints, instead of random outputs that only look good from above.

Bind Meaning in Unity

Connect each biome and entity to textures, shaders, prefabs and gameplay assets. Then render the full 3D terrain through the SDK.

How it works

How Craft A World works

Six steps from a creative vision to a playable, in-engine world.

  1. Describe your vision

    Start with AI or build manually. Define the world’s biomes, entities, rules and constraints.

  2. Save a reusable template

    Refine the structure once. Your template becomes the design DNA for every generated world.

  3. Generate pseudo-maps

    Produce endless valid maps from the same template, each different, each respecting your rules.

  4. Download or pull via API

    Export maps into Unity manually, or pull them automatically from your game backend.

  5. Bind assets once

    Assign textures, shaders, prefabs, terrain rules and gameplay meaning to each biome and entity.

  6. Render in-engine

    The SDK turns pseudo-maps into full 3D terrain, ready for exploration, testing and gameplay.

Pseudo-maps

What is a pseudo-map?

A pseudo-map is a lightweight world blueprint. It does not try to store every tree, rock or terrain vertex. Instead, it defines the structure of the world: where biomes are, where settlements exist, how roads connect, where rivers and mountains appear, and which constraints were satisfied.

Your game gives that blueprint meaning through a binding profile. A forest cell becomes your forest shader, your tree prefabs, your ambience, your spawn rules and your gameplay logic.

Binding pipeline

Pseudo-map cell
Binding profile
Unity SDK
Playable 3D area
Map weight
≈ KBs
Render output
Full 3D terrain
Asset binding
Per biome / entity
Re-generation
Deterministic

Why it's different

Not another terrain noise generator

Craft A World starts from the rules of your world, not from a heightmap. The output is structured, validated and reusable.

Typical procedural terrain
Craft A World
Generates heightmaps
Generates structured world blueprints
Hard to control
Constraint-driven by design
Often needs manual cleanup
Outputs are validated against your template
Terrain first
Gameplay and world logic first
One-off generation
Reusable templates and endless variants
Visual result only
Engine SDK with asset binding

Use cases

Built for games that need more than pretty terrain

Whether you ship a survival sandbox or a roguelite campaign, Craft A World gives you the structure to keep every generated world on-design.

Open-world survival

Generate large worlds with biomes, resources, roads, settlements and dangerous regions.

Strategy and colony games

Create balanced maps with factions, territories, chokepoints and resource constraints.

RPGs and adventure games

Place settlements, ruins, enemy zones, quest hubs and traversal routes with design intent.

Roguelite campaigns

Generate a fresh world per run while preserving the logic of your game.

Unity-rendered 3D terrain produced by the Craft A World SDK
Unity SDKRuntime render

Unity SDK

From blueprint to playable world inside Unity

Craft A World’s Unity SDK reads pseudo-maps and renders them using your own assets. You stay in control of the final look, performance profile and gameplay behavior.

  • Runtime terrain generation
  • Biome-based textures and shaders
  • Entity and POI prefab placement
  • Deterministic generation from seeds
  • Large-world / chunk-friendly architecture
  • API-ready map delivery

Ready to stop handcrafting every world?

Start with a world vision, turn it into a reusable template, and generate endless playable maps for your game.