This was my second project at BUas in Year 2. The project brief stated we had to simulate the pre-production phase for a videogame. The topic I chose to explore for the block was procedural level generation and algorithms, and the game I picked was Hades by Supergiant Games. This work was all done in Houdini.
After studying the design choices in Hades, I came up with this generator, which uses algorithm layering to achieve the procedural creation of levels. It uses either a symmetrical setup, created with a custom VEX code, or a Wave Function Collapse algorithm setup. It then takes the level through cellular automata for door fixups and adding gaps and Dijkstra Maps for pathfinding to determine if the level is actually playable or not.
This is the first iteration of this project. In the future, I am planning to expand on this project, adding extra features and fix-ups.
Video showcasing the tool in action in Houdini