Cryptborne
Project Overview
This prototype demonstrates a procedural maze generation system developed in Unreal Engine 5 using Blueprints. It focuses on dynamic, scalable level generation for ARPG or dungeon crawler games. The project showcases my ability to design and implement efficient systems that can adapt and scale in a game environment.
Technical Design Process
I started by designing a tile-based procedural maze system using Unreal Engine Blueprints. My approach involved creating a maze generation algorithm that spawns tiles dynamically based on grid logic. I overcame challenges such as tile alignment and ensuring unique layouts with a backtracking system. The system is scalable, allowing for further expansion with decorations, enemy spawning, and interaction mechanics.
Features
List the implemented features from a technical lens. Emphasise how the features were designed and why they’re valuable.
Procedural maze generation logic.
Dynamic tile spawning with scalability in mind.
Randomisation and replayability aspects.
Example:
Procedural Maze Algorithm: Dynamically generates unique layouts on level load.
Tile Spawning: Tiles are spawned based on algorithm logic, ensuring clean alignment.
Scalability: The system can adapt to different grid sizes and tile types for larger dungeons.
Visual Showcase
I need - Short gameplay clips or GIFs showing the maze regenerating dynamically.Screenshots of your Blueprint setups with annotations (e.g., comments on key nodes).Diagrams explaining how the maze algorithm works (optional).Example Captions:"Maze regenerated at runtime using a tile-based algorithm.""Blueprint logic for tile spawning and alignment ensures seamless generation."
Learnings and Next Steps
This project deepened my understanding of procedural generation systems in Unreal Engine 5 and strengthened my Blueprint scripting skills. Future additions include integrating enemy spawning logic, implementing traps and interactive props, and expanding room decoration for visual variety.