Creature Kit - Beast Generator OFFICIAL SALE

Creature Kit - Beast Generator is a procedural creature authoring tool for Unity. Create a wide variety of modular Beasts directly in the editor, customize their body structure, apply surface presets, and animate them without relying on imported FBX creature models.


Create your own creatures

Beast Generator is not a collection of predefined creature models. The included creature presets are examples designed to demonstrate what can be created with the system.

You build your own Beasts by combining and adjusting procedural body parts such as the body, head, legs, eyes, mouth, tail, and other structural elements. Shape, proportions, placement, materials, surfaces, and animation settings can all be customized directly in the Unity Editor.

Because these parameters can be combined in many different ways, the number of possible creatures is virtually unlimited — from simple stylized animals to completely imaginary beasts.

Once you have created a creature, you can save it as your own preset and reuse or modify it to quickly generate new variations.

Start from one of the supplied examples and transform it into something completely different, or start from scratch and create a creature entirely your own.


Part of the Creature Kit family


Beast Generator is a standalone package. It includes a small shared surface and texture foundation designed for consistency across Creature Kit products. No other Creature Kit package is required to use Beast Generator.


It is suitable for stylized games, prototypes, fantasy projects, experiments, and any workflow that needs editable creature variations.

The package includes Beast structure controls, material and surface presets, import texture tool, procedural animation clips, channel animation APIs, no-code animation helpers, and demo scenes showing how to drive Beasts from gameplay code.


Performance

Creature Kit’s runtime architecture was designed with multi-creature scenes in mind. Beast meshes are procedurally generated when creatures are created or rebuilt, while animation uses the generated hierarchy instead of continuously rebuilding or deforming the meshes at runtime. This provides a lightweight and predictable foundation when many Beasts are active in the same scene.