This thesis addresses the development of a walking simulator game using the Unity engine, with an emphasis on creating an exploration-oriented virtual environment and supporting player agency through free movement in space. The problem addressed involves the design of a system that provides a sense of world continuity while simultaneously limiting its actual size and computational complexity. The proposed solution is based on procedural room generation, a portal-based traversal mechanism, and dynamic determination of the visual appearance of spaces. The result is a functional game prototype that supports exploration, atmospheric spatial experience, and serves as a solid foundation for the further development of this type of experiential games.
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