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I didn’t try to fully remake Minecraft. However, I did build a small voxel-based prototype. It used a Unity asset called VOXEL PLAY. It handled most of the heavy lifting in terrain generation, chunk systems, and block management. This allowed me to focus more on experimenting with design elements and Unity’s performance in a procedural environment.
I kept things simple. I created my own texture pack with the help of the Piskel app. This helped me learn pixel art. I redesigned the menus and implemented a clean, functional UI. Nothing too flashy—just a minimal layout to support the core experience. The goal wasn’t to build a finished game. Instead, it was to explore how Unity handles voxel rendering, asset streaming, and user interface flow in a procedural context.
The project ended up being a fun sandbox for learning. It gave me a deeper understanding of how procedural systems work under the hood. I also learned how to keep performance in check when generating worlds on the fly.
It was short and simple—but it gave me a solid foundation for future experiments with procedural content and Unity workflows.
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