Developer: Joshua Kroeker
Engine: Unity 6.2
Genre: Top-Down Automation Sandbox
Art Style: Pixel Art
Duration: 1-Month Solo Project
Factory Bloom is a one-month solo Unity project built to demonstrate gameplay systems engineering and modular design.
The player automates an organic ecosystem—building machines that plant, harvest, and distribute resources in a self-sustaining loop.
The project emphasizes data-driven gameplay architecture, emergent system interactions, and clean, maintainable code—all cornerstones of strong gameplay engineering.
At the core of Factory Bloom lies a fully modular automation framework composed of:
| System | Description |
|---|---|
| Machine Framework | Base abstract class (MachineBase) powering specialized machines like Seeder, Harvester, Conveyor, and Generator. |
| Network System | Handles resource and energy propagation between connected machines using ports and signal graphs. |
| Automation Controller | Global tick-based update loop that synchronizes deterministic simulation across all systems. |
| World Grid | Logical tilemap storing resource nodes, machine placements, and environment data. |
| Editor Tools | Custom ScriptableObject utilities for defining machine types and visualizing resource flow. |
- 🧩 Data-Driven Architecture – Machines, resources, and terrain types defined through ScriptableObjects for flexible tuning.
- 🔌 Event-Based Networks – Real-time resource propagation with visual debugging using Unity Gizmos.
- ⏱️ Deterministic Simulation – Central tick controller ensures predictable, step-based updates.
- 🚀 Scalable Foundations – Architecture supports procedural generation, drone AI, and tech-tree expansion as modular add-ons.
The following diagrams summarize the technical structure and runtime data flow:
- Demonstrate gameplay engineering and systems composition.
- Showcase maintainable Unity C# architecture for portfolio/recruiter review.
- Highlight modular design suitable for both technical interviews and production workflows.