GAME AI / PROCEDURAL GENERATION

Algorithms.
Worlds. Play.

Hi, I’m Kota Ito.

Third-year student at the University of Aizu.
Game-studio internships at two companies; now exploring AI & generation.

BASED IN JAPANTOWARD AI & GENERATION RESEARCH
LITTLE WORLD / 001INTERACTIVE 3D
THE PLAYGROUND

A little curiosity, in a little world.

SIDE QUEST

Find the crystals 0 / 3

Drag to rotate · Click a glowing crystal

01 / IMPLEMENTATIONC99・BSP・enemy behaviorExplore design & source ↗02 / GENERATIONPerlin noise / C++Inspect the terrain generator ↗03 / INTERACTIVE LABA* vs BFS on the same terrainGenerate, measure & export ↗
MY TOOLKITUnity✳Unreal Engine✳C++ / C#✳OpenGL✳Vulkan

01 / SELECTED WORKS

Behind the play.

All works 08 ↗

NEW / REPRODUCIBLE IMPLEMENTATION DEMO

A world needs
a way through.

Change a seed and terrain parameters, then compare A* with breadth-first search. Measure 30 seeds and export the results as JSON.

Open the generation & search lab ↗

A new portfolio demo, separate from claims about existing game performance or published research.

02 / THE DEVELOPER

A little logic.
A lot of curiosity.

It starts with
“how does this work?”

From games in Unity and Unreal Engine to how a frame gets drawn in C++. I like turning algorithms into something you can touch and play.

About the person making this ↗

NEXT LEVEL / CONTACT

Let’s make
something fun.

Get in touch about internships, collaboration, or technical work.

LET’S TALK