Procedural Dungeon Generation at Runtime (Multiplayer) - Workflow Breakdown

This project showcases a procedural dungeon generation system running at runtime in a multiplayer environment within Unreal Engine. The production was completed over the course of five months.

In this breakdown, I present the full workflow I developed to create the dungeon system, detailing the technical constraints I faced and how I overcame them. The presentation includes a comprehensive step-by-step breakdown as well as a showcase of the custom tools I designed to support the process.
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📩 Contact me: https://www.linkedin.com/in/killian-dos-santos-581316196/
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Team:
Art Director
https://www.artstation.com/srccevert
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Level Artist / LD:
https://www.artstation.com/raitonaito
https://www.artstation.com/dreamismaart
https://www.artstation.com/adrienlelievre
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3D Artist:
https://www.artstation.com/under_cg
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Kévin Vaïsse - Network et Gameplay Programmer
https://www.linkedin.com/in/kvaisse/
Benjamin Gauthier - Gameplay programer
https://www.linkedin.com/in/benjamin-gauthier-dev/
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Nicolas Giraudet - Game Designer
https://www.linkedin.com/in/nicolas-giraudet-8524b1163/
Estéban Gaboriau - Technical Game Designer
https://www.linkedin.com/in/est%C3%A9ban-gaboriau-2594b7158/
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Pauline Soubaigné - Producer / RH
https://www.linkedin.com/in/pauline-soubaign%C3%A9-847451155/
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Other Team Member Komet:
https://www.artstation.com/hyne
Antoine Philippeau [CEO]
https://www.linkedin.com/in/antoine-philippeau-0b8168156/
Komet Xperience :
https://www.komet-xp.fr/
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Thanks for watching !
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In-game screenshot of a room

In-game screenshot of a room

Video - Multiple dungeon generation with top-down data view

Video - Dungeon exploration

In-game screenshot of a room

In-game screenshot of a room

In-game screenshot of a room

In-game screenshot of a room

Level Streaming showcase