Tech Demo: Spectral Spires
Systems Programming | Level Editor | AI Pathfinding | Simulation Engineering
Start Date: Q1 2024
End Date: Halted progress.
As the sole developer on Spectral Spires, I built a C++-based building simulation game in Raylib 5, focusing on modular system design, AI pathfinding, level generation, and dynamic grid-based interactions. This project was a personal technical challenge where I experimented with combining handcrafted systems with AI-generated assets, blending procedural gameplay with stylized visuals.

Core Systems & Architecture
Built the entire game architecture from scratch using Raylib 5
Created a dynamic grid-based building system inspired by Cult of the Lamb, supporting queued building requests,
placement validation, and multi-size structures
Implemented A* pathfinding for AI workers, visualized with highlighted grid paths (purple = path, red = blocked,
blue = open nodes) (Figure 2)



Level Editor & Procedural Generation
Designed a custom level editor system to generate playable spaces with fixed perimeter walls and decorative
environmental layers (like tree backdrops)
Enabled fast iteration of levels and integration with game logic for building placement, resource interaction,
and player navigation

Visual Art Integration & AI Experimentation
Used Midjourney to generate all in-game art assets, then refined them in Photoshop for use as billboards
and environment sprites
Integrated an AI-generated player character as part of the project’s experimental approach to blending procedural
visuals with traditional game play

