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