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diff --git a/Assets/Scripts/GroundGenerator/GroundGenerator.cs b/Assets/Scripts/GroundGenerator/GroundGenerator.cs
new file mode 100644
index 0000000000000000000000000000000000000000..d5220c7db087b41e1737436b131b0916fbab2b69
--- /dev/null
+++ b/Assets/Scripts/GroundGenerator/GroundGenerator.cs
@@ -0,0 +1,121 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class GroundGenerator : MonoBehaviour
+{
+
+    int[,] ground = new int[10, 10];
+
+    [SerializeField]
+    GameObject[] tiles;
+    [SerializeField]
+    GameObject[] resourceGOs;
+
+    private int food = 2;
+    private int stone = 3;
+    private int wood = 4;
+    /*
+     0,1,2
+     3,4,5
+     6,7,8
+     */
+
+    // Start is called before the first frame update
+    void Start()
+    {
+        for (int i = 1; i < ground.GetLength(0) - 1; i++)
+        {
+            for (int j = 1; j < ground.GetLength(1) - 1; j++)
+            {
+                ground[i, j] = 1;
+                if (Random.value < 0.10f)
+                {
+                    ground[i, j] = 2;
+                }
+                if (Random.value < 0.10f)
+                {
+                    ground[i, j] = 3;
+                }
+                if (Random.value < 0.10f)
+                {
+                    ground[i, j] = 4;
+                }
+            }
+        }
+
+        createGround();
+        createResources();
+    }
+
+    void createGround()
+    {
+        for (int i = 1; i < ground.GetLength(0) - 1; i++)
+        {
+            for (int j = 1; j < ground.GetLength(1) - 1; j++)
+            {
+                if (ground[i, j] == 0)
+                    continue;
+
+                if (ground[i - 1, j] == 0 && ground[i, j - 1] == 0)
+                {
+                    Instantiate<GameObject>(tiles[6], new Vector3(i, j, -1), Quaternion.identity);
+                }
+                else if (ground[i + 1, j] == 0 && ground[i, j - 1] == 0)
+                {
+                    Instantiate<GameObject>(tiles[8], new Vector3(i, j, -1), Quaternion.identity);
+                }
+                else if (ground[i + 1, j] == 0 && ground[i, j + 1] == 0)
+                {
+                    Instantiate<GameObject>(tiles[2], new Vector3(i, j, -1), Quaternion.identity);
+                }
+                else if (ground[i - 1, j] == 0 && ground[i, j + 1] == 0)
+                {
+                    Instantiate<GameObject>(tiles[0], new Vector3(i, j, -1), Quaternion.identity);
+                }
+                else if (ground[i + 1, j] == 0)
+                {
+                    Instantiate<GameObject>(tiles[5], new Vector3(i, j, -1), Quaternion.identity);
+                }
+                else if (ground[i - 1, j] == 0)
+                {
+                    Instantiate<GameObject>(tiles[3], new Vector3(i, j, -1), Quaternion.identity);
+                }
+                else if (ground[i, j + 1] == 0)
+                {
+                    Instantiate<GameObject>(tiles[1], new Vector3(i, j, -1), Quaternion.identity);
+                }
+                else if (ground[i, j - 1] == 0)
+                {
+                    Instantiate<GameObject>(tiles[7], new Vector3(i, j, -1), Quaternion.identity);
+                }
+                else
+                {
+                    Instantiate<GameObject>(tiles[4], new Vector3(i, j, -1), Quaternion.identity);
+                }
+            }
+        }
+    }
+
+    void createResources()
+    {
+        for (int i = 1; i < ground.GetLength(0) - 1; i++)
+        {
+            for (int j = 1; j < ground.GetLength(1) - 1; j++)
+            {
+                if (ground[i, j] == wood)
+                {
+                    Instantiate<GameObject>(resourceGOs[0]);
+                }
+                if (ground[i, j] == stone)
+                {
+                    Instantiate<GameObject>(resourceGOs[1]);
+                }
+                if (ground[i, j] == food)
+                {
+                    Instantiate<GameObject>(resourceGOs[2]);
+                }
+            }
+        }
+    }
+}
\ No newline at end of file
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