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
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.
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
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.