UNITY SYSTEMS &
PERFORMANCE ENGINEER

Wall Keeper: Architecting Efficiency With Data Centric Programming

Personal project: procedural strategy game and data-oriented architecture study.

In short: Wall Keeper: a procedural hex strategy game with a data-oriented map architecture, runtime terrain deformation and adaptive enemy AI, built in Unity. Built by Eduardo Martinelli, a Unity systems & performance engineer in Vancouver, Canada.

Wall Keeper is a hexagon-based strategy game that merges tower defense with city-building mechanics. The project centers on a high-performance data-oriented architecture designed to manage complex, dynamic environments and large-scale procedural generation.

Key technical achievements include:

  • Data-Oriented Map System: Engineered a custom architecture using hash sets and memory-localized data structures to handle height maps, tree maps, and building maps. This approach ensures that expansive terrain updates remain performant even as player actions trigger real-time environmental changes.
  • Procedural Terrain & Mesh Generation: Developed algorithms for runtime mesh generation that create unique, strategically viable landscapes for every session. The system supports real-time terrain deformation, allowing gameplay events to physically alter the 3D world geometry.
  • Context-Aware Procedural Placement: Implemented procedural logic for the seamless connection of walls and buildings based on terrain contours. The environment features dynamic vegetation scaling, where tree density and size are calculated procedurally to create organic, living forests.
  • Adaptable Enemy AI: Designed an intelligent AI system that moves beyond predictable patterns. Enemy behaviors become increasingly varied and complex based on proximity to player structures, requiring dynamic tactical adjustments to defense strategies.

The project serves as a technical demonstration of how memory-efficient data structures and procedural algorithms can support a highly detailed, dynamically updated game world without compromising execution speed.

  • Plate Tectonics Simulation on a Planet: A 3D spherical plate tectonics simulation that generates volcanoes, rift valleys, earthquakes and mountain ranges dynamically — built as the geological foundation for 4X strategy games.

Other things I've built

Want to talk about this project, or something similar? Get in touch.