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Procedural Boss Tower

This procedural tower is created in Unreal using PCG. It was created as an environment skeleton for a boss fight during which the player must descend the tower, with different boss phases aligned with segments of the tower. Under the hood system the tower uses a layered data-driven framework enabling custom PCG logic for each section of the tower, layers are defined in Data Assets. The layer asset defines the sizing, spawn logic, and gameplay volume class for the layer. The spawning logic can be as simple or as complex as necessary. The most complex sections are the separator sections which utilize PCG grammar to generate a chamber room marking the end of each phase.

The destruction of the tower occurs after the layers have been spawned and allows for post processing the output. Note: the models are from a artist on the project

Phase 3 widens as procedural destruction provides different platforming options

Phase 3 widens as procedural destruction provides different platforming options

The final chamber room with procedural destruction

The final chamber room with procedural destruction

A chamber rooms separating each boss fight phase.  Uses a combination of PCG grammar and PCG-Ex to generate floors, walls, and ceilings.

A chamber rooms separating each boss fight phase. Uses a combination of PCG grammar and PCG-Ex to generate floors, walls, and ceilings.

Ceilings are generated by curving a set of points and extruding along the input spline, after which grammar is applied.

Ceilings are generated by curving a set of points and extruding along the input spline, after which grammar is applied.

The starting room uses a different grammar pattern and ceiling curve than the chamber rooms

The starting room uses a different grammar pattern and ceiling curve than the chamber rooms

PCG Graph used to generate the chamber rooms.

PCG Graph used to generate the chamber rooms.

Set of modules used to spawn the chamber rooms.  The materials here are not relevant, as they are overridden using the material map system.

Set of modules used to spawn the chamber rooms. The materials here are not relevant, as they are overridden using the material map system.

Materials are assigned from a database to create the color split between the two sides.  Note: these were made by a fellow artist on the team.  I setup the materials and databases to spawn them.

Materials are assigned from a database to create the color split between the two sides. Note: these were made by a fellow artist on the team. I setup the materials and databases to spawn them.

Full Overview of the tower.  Spawned boxes are trigger volumes which activate various stages of the boss fight.

Full Overview of the tower. Spawned boxes are trigger volumes which activate various stages of the boss fight.

Phase 1 spawns a pathway of platforms that can be targeted by the boss.  The dots are hidden in-game, and used to identify these as dynamic platforms.

Phase 1 spawns a pathway of platforms that can be targeted by the boss. The dots are hidden in-game, and used to identify these as dynamic platforms.

Phase 2 has less static platforms and will use dynamic platforms placed manually.

Phase 2 has less static platforms and will use dynamic platforms placed manually.