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Procedural dungeon · content generation

A level from nothing

A roguelike level built from nothing: non-overlapping rooms are scattered across the grid, then stitched together with L-shaped corridors so every room is reachable. Every roll is unique. On the full demo, click or hit Regenerate to roll a new one.

Research pillar · Games Informatics & Engagement Modelling

DEMO

This interactive is an illustrative stand-in — a simplified model built to convey the idea and behaviour behind this research area for teaching. It is not a specific published method, dataset, or result.

Procedural dungeon · content generation

How it works

The generator repeatedly proposes a randomly sized room at a random spot and keeps it only if it does not overlap any existing room, giving a sparse, non-uniform layout. It then connects consecutive rooms with L-shaped corridors carved between their centres, guaranteeing the whole level is traversable. Because every placement is random, no two levels are alike — the core idea behind procedural content generation.

More demos

A field that self-organizesA search solving a mazeA swarm foraging a landscapeEmergence you can disturb

These illustrate the research areas behind my work — see the research pillars for the full picture, or the crowd-evacuation simulation for a demo built directly from published papers.