Buried beneath the surface of a forgotten world lies a bunker that was never meant to be found again.
Now it’s alive.
This project is part of my Master Thesis, exploring how procedural generation can be art-directed instead of purely random.
The goal was to create a system that produces coherent, readable, and atmospheric spaces, while still allowing for replayability.
The dungeon is built in Unreal Engine 5.4 using a modular workflow combined with a rule-based generation system inspired by maze algorithms.
The entire production pipeline was intentionally designed for a two-person team, prioritizing efficiency, scalability, and long-term maintainability.
All assets, materials, and systems are built with reuse in mind, allowing for rapid iteration without sacrificing visual consistency.
This approach reflects a production mindset where art direction, technical constraints, and team size are considered together from the start, rather than treated as separate problems.
Instead of relying on randomness alone, the system ensures:
- Connected layouts
- Controlled pacing
- Meaningful exploration
Visually, the environment focuses on the contrast between:
industrial decay and unstable energy technology, guiding the player through subtle color and lighting cues.
Procedural doesn’t have to feel random.
It can feel intentional.