Teaching the Machine to Build Mayhem
Apr 14, 2025
Originally published April 14, 2025. Updated October 11, 2026 for clarity and context. This describes an earlier GGG prototype, not a currently released Unity asset.
Every level in the prototype was supposed to feel deliberately designed. There was just one catch: I didn’t want to hand-design every level.
I wanted a generator that could introduce surprise without producing an incoherent pile of rooms. So I started with a combination of Voronoi diagrams, geometry cleanup, and graph traversal. The algorithms did the heavy lifting. I supplied the questionable judgment.