Surface generation utilizes a modified version of the marching cubes algorithm specifically tailored towards Unity, which results in a continuous, dough-like surface. While this algorithm is especially useful for generating protein surfaces, it can be exceedingly costly as well. Limits upon the number of faces a procedural mesh can contain in Unity requires certain models to be generated and pieced together in smaller parts. Generation speed and stability of the surface depend heavily upon thresholds set by the player and the size of the datasets. To optimize performance, the existing serial density field code was modified to run in parallel on multiple threads. To accomplish this, a collection of work threads is generated and assigned a group of cells. This code is structured analogous to SIMD systems, as each cell's final density is independent of the surrounding cells.