PROCEDURAL GENERATION DUNGEON IN UNREAL 5.3

TECHNICAL DEMO

In-Engine Instant Procedural Generation

Project Explanation

Procedural Dungeon Generation System
I’ve always wondered how rogue-like levels worked, so I developed a procedural dungeon generation system using Unreal Engine 5.3 within my Procedural Generation in Unreal Class. The project integrates advanced algorithms, including cellular automata, wave function collapse, and digger-based methods, to instantly generate diverse and complex dungeon layouts. My contributions included:

  • Shader Creation: Designed and implemented custom shaders to enhance visual fidelity.

  • Asset Procedural Generation: Automated integration of environmental assets for varied and immersive dungeon setups.

  • Environment Grammars Mapping: Developed and applied rulesets to define structural and aesthetic cohesion across generated levels.

  • Foliage Generation: Procedurally generated diverse environmental foliage, including grass, trees, and flowers, to create realistic and engaging environments.

This project demonstrates my expertise in procedural content generation, environment design, and Unreal Engine tools like creating Postprocessing shaders and Unreal visual scripting using blueprints, Quixel, and Material attachment.

IN-GAME/ENGINE SNAPSHOTS

IN-ENGINE PROC GEN, SHADER, AND MATERIALS EXPLANATION

Procedural Generation Explanation

Materials/Postprocessing Explanation

Previous
Previous

Excel Escape Room Game

Next
Next

Shanghai Noir (Amazon Echo, Voice-Activation)