Procedural Generation System
CONTEXT : Personal projectPLATFORM : PCTEAM SIZE : 1ENGINE : Unreal EngineIn the last few months, I started to create a procedural level generation system for a personal project made on the Unreal engine 5.
I took Megastructures as the base level type with Blame! and Dredd as work references.
It's still very WIP but I've finished developing the first functional version of this system that allows me to flexibly generate a wide variety of different procedural game levels.
Here is an example with a debug view:
- Generation of a megastructure generated on 4 different layers
- Each layer is composed of about 32 rooms based on predefined room types
- The composition, placement, and transition between each room of a layer are procedurally generated and always allow all the rooms to be accessible to the player through at least two entry points
- All layers are connected to each other by 2 to 5 transit points to allow the player to explore the entire level