GAME PROGRAMMING / AI & PROCEDURAL GENERATION INTERESTS
Kota Ito
University of Aizu · third-year undergraduate / Based in Japan
Profile
I build games and graphics experiments in C / C++ and Unity. I am working toward a focus in game AI and procedural terrain, with an emphasis on explaining implementations and making comparisons reproducible. With internship experience at two game companies, my goal is to continue gaining experience and work at a studio in Japan or internationally.
Internship experience
Internship experience at two game companies. Company names are not disclosed.
Selected work & technical evidence
1.44 MB :: Sectors of the Lost Disk
C99 / game design & implementationBSP rooms and corridors, rule-based enemy pursuit, and a DDA raycaster. Public size log records a 96,256-byte Windows/UPX build. Uses TIGR and CC0 DCSS tiles.
github.com/kotakun2724/1.44MBCase study: kotakun.dev/en/projects/1-44mbProcedural Terrain / C++
C++ / solo learning projectSeeded Perlin-noise octave synthesis: continental, mountain, and detail layers; out-of-region block queries; noise-object reuse. OpenGL / SFML visualization.
github.com/kotakun2724/TerrainCase study: kotakun.dev/en/projects/terrain-openglMUGENDUNGEON
Unity / C# / game developmentA top-down 3D roguelike featuring generated dungeons, melee combat, items, and progression. A public Steam page is available.
store.steampowered.com/app/4580570/MUGENDUNGEON/New implementation demo
Seeded value noise + fBM terrain with A* / BFS on the same four-connected, unit-cost graph. Supports 30-seed measurements, JSON export, and source download. Separate from existing-game benchmarks or published research.
kotakun.dev/en/labFuture direction & research interests
I am considering graduate study at the University of Aizu, aiming to investigate game-AI algorithms and terrain generation. Interests include joint evaluation of generation and navigation, agent decisions, and reproducible experiments. This describes my intended direction for future graduate study.