This is my procedural terrain generator built using Unity. In this project, I researched and implemented several fractal-based procedural terrain generation techniques for my Advanced Computer Graphics course at Boise State University. It features biome partitioning, which modifies geometry noise-space to match different biomes, blends different materials on prefab geometry blocks, and procedurally places models based on the biome. I've finished the first version of this project, and I hope to add more features in the future.