Arboria

Owned the end-to-end design of 200+ unique modular environments, leveraging Dungeon Architect to build complex, procedurally generated dungeon layouts. My role bridged the gap between technical level assembly and systems design—transitioning from a Game Designer role to an 'all-rounder' responsible for engineering new combat mechanics, enemy NPCs, and core progression systems in Unreal Engine 4.

The Needs

The Needs

Each run's dungeon map layout had to be as random and unique as possible, therefore there was a great need for a vast pool of individual rooms.

The randomness brought us a bit of a chaos when it came to generating seeds that prove to be functional and free of blockers.

Oftentimes, enemy distribution at the exploration areas and within the rooms, and enemy waves set at the objectives caused big disproportions causing troublesome difficulty curves.

The Solutions

The Solutions

I managed to create a huge set of unique rooms of different sizes and purposes— a total of 200 (damn!). Every one of them have been designed, meshed, nav and collision-passed by myself.

I have quickly become proficient in using
Dungeon Architect tool for generating dungeons and
co-developed methods that proved to be blocker-free, where the distribution of rooms and events accurately followed the guidelines.

I have successfully managed to balance the enemy distribution across the maps, thanks to the aforementioned tool, and was able to keep the enemy waves within combat rooms and during events, so each encounter provided a fair yet challenging fight.

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