A Novel Procedural Generation for Level Design of Mansions and Dungeons

  • Isaac Fiuza Vieira UTFPR
  • Kathya Silvia Collazos Linares UTFPR
  • Esteban Walter Gonzalez Clua UFF
  • Érick Oliveira Rodrigues UTFPR / LNCC

Resumo


Introduction: Procedural Content Generation (PCG) has become an essential technique in game development due to its ability to reduce production time and cost while increasing replayability and variety. However, when not aligned with level design principles, PCG can lead to incoherent spatial structures and poor gameplay experiences. Objective: This work proposes a PCG method guided by level design principles to generate structured indoor environments — such as houses, mansions, and dungeons — aiming to ensure both architectural coherence and navigability. Methodology: The method is divided into three main stages: segmentation of the space using Binary Space Partitioning (BSP); logical connection of rooms based on graph traversal to prevent redundant links; and a post-processing stage responsible for cleaning structural artifacts and improving visual cohesion. The methodology allows parameterization of room area and shape, with randomness controlled via seeds for reproducibility. Results: Two experiments were conducted. The first demonstrated the flexibility of the methodology under different seeds and parameter configurations. The second evaluated the navigability of generated maps by verifying connectivity using Breadth-First Search (BFS). In this test, 100,000 maps were generated, and with suitable parameters, over 91% of them achieved complete connectivity.
Palavras-chave: Procedural Content Generation, Level Design, Indoor Environments, Game Maps, Binary Space Partitioning

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Publicado
30/09/2025
VIEIRA, Isaac Fiuza; LINARES, Kathya Silvia Collazos; CLUA, Esteban Walter Gonzalez; RODRIGUES, Érick Oliveira. A Novel Procedural Generation for Level Design of Mansions and Dungeons. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 24. , 2025, Salvador/BA. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2025 . p. 575-586. DOI: https://doi.org/10.5753/sbgames.2025.10089.