Creator, Lead Developer and Publisher
Unity, C#, Burst, Jobs, Node Graphs, Tools Development, Procedural Generation
Currently in private beta. Public release coming soon.
Infinio is a runtime-first procedural generation meta-framework for Unity. You use it to build procedural tools rather than to generate content directly. Connect nodes on a canvas — geometry, noise, scatter, splines, control flow — and the graph compiles to a self-contained scene component that a designer tunes with sliders and scene handles, with no programming required and no publish step in between.
Key Features:
Graph as Authoring Surface: Hundreds of typed nodes covering geometry generation and modification, noise fields, scatter and placement, filtering, polygon and spline operations, UV/texturing, colliders and grammar systems. Live preview on every node — no compile-run-check loop.
Compiles to a Burst Binary: Graphs compile down to blittable struct arrays evaluated by a Burst-compiled job system. The same compiled artifact runs at edit time for scene tooling and at runtime in a shipped game — deployment is the consumer’s choice, never baked into the tool.
Runtime-First: Finite assets like trees, weapons and props generate on Awake; streamed worlds go through a chunk system that delivers geometry and scatter points in a single Burst call. Zero managed allocation on the evaluation hot path.
Built for Tech Artists: The target user is a tech artist or designer, not a programmer. The authoring layer is as approachable as Shader Graph — drag-drop first, forgiving defaults, and errors that explain what to do next.
Two Products, One Framework: A free MIT-licensed runtime package so anyone can ship a generated tool, and a commercial editor package carrying the graph compiler and authoring UI.
Infinio is the culmination of a decade of procedural tooling work — where BuildR generated buildings, Infinio generates the generators.
