Apoorv Mishra (Game Developer)

Endless Runner
A fully procedural endless runner in Unity, with all textures, animations, and gameplay elements generated dynamically using C# and Shader Graph.
Role: Developer | Technical Artist
Tools Used: Unity, C#, Shader Graph
Overview:This is a fully procedural endless runner developed in Unity, where all textures and animations are generated procedurally using Shader Graph. The entire game is controlled via C# scripts, ensuring zero external assets were used. The goal was to build a game that is entirely procedural, from graphics to gameplay mechanics, pushing the boundaries of procedural generation in Unity.
My Contributions:
Graphics & Procedural Visuals:
Procedural Tiling Shaders:
Designed tiling shaders that dynamically adapt to different-sized tiles, ensuring seamless textures without visible seams.
Procedural Character Animation:
The player character has a Shader Graph-based procedural animation system, where eye movements and transformations are driven by C# scripts manipulating shader variables.
Dynamic Environment Effects:
Used Perlin noise to generate procedural mist in the background.
Created animated lights on background buildings with procedural flickering effects.
Gameplay Mechanics & Procedural Systems:
Procedural Terrain Generation:
Developed a spawner system that generates ground segments of varying sizes dynamically, adjusting shader tiling values to maintain consistency.
The same system spawns background buildings, adjusting their properties dynamically for a seamless appearance.
Layered Parallax System:
Implemented a parallax scrolling system, with different layers (foreground, background, etc.) moving at different speeds to create depth.
Enemy AI & Behavior:
Designed AI behaviors where enemies avoid falling off the ground and dynamically change direction upon collision with one another.
Modular Pickup System:
Built a flexible, modular pickup system, allowing for easy addition of new power-ups via the Unity Inspector.
Key pickups include:
Invincibility Armor: Procedurally animated golden armor on the player, activated via Shader Graph.
Bullet Pickup: Grants the player the ability to shoot projectiles.
Score Multiplier: Randomly increases the player's per-second score.
Revival Crystals: Allow players to continue after death.
Procedural Rope System:
Designed dynamic ropes with random lengths, allowing players to hang and swing from them for added vertical gameplay depth.
Responsive Player Controls:
Implemented a jump system where players can tap for a short jump or hold for a longer jump, adding skill-based control to movement.
Impact & Results:
This project served as an experiment in fully procedural game development, proving that a complete game experience can be built without external assets. The result was a visually unique and highly dynamic endless runner that adapts to player interactions in real time, showcasing the power of procedural generation in both graphics and gameplay.


