
In April 2025, Michael Kestelooy developed a seed-based procedural world generation system for the GDACollab/Well-Witches repository, focusing on deterministic bush placement with session variability. Using Unity and C#, he implemented seed randomization on gameplay scene load, allowing each play session to generate a unique yet reproducible world layout. This approach balanced replayability with the ability to perform deterministic testing and debugging. Michael also addressed a bug in bush generation, further improving system reliability. His work demonstrated depth in procedural generation techniques, enhancing both player experience and quality assurance workflows through controlled randomness and robust, testable world-building logic.

April 2025: Delivered seed-based procedural world generation for Well-Witches, introducing seeded bush placement with session variability to balance replayability with reproducibility. Implemented seed randomization on Gameplay Scene load to produce varied yet controllable world layouts. Fixed a bush generation bug (commit be67c0659d6c80cf44413be2c5c12ce2b391f84c). This work enhances player experience by providing diverse environments while enabling deterministic testing and faster debugging.
April 2025: Delivered seed-based procedural world generation for Well-Witches, introducing seeded bush placement with session variability to balance replayability with reproducibility. Implemented seed randomization on Gameplay Scene load to produce varied yet controllable world layouts. Fixed a bush generation bug (commit be67c0659d6c80cf44413be2c5c12ce2b391f84c). This work enhances player experience by providing diverse environments while enabling deterministic testing and faster debugging.
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