Dungeon Generator
Developed in Unity, this dungeon generator focused on procedural level generation and pathfinding algorithms. I designed and implemented the dungeon generation logic, including room and corridor creation, wall placement, and runtime generation, with a focus on scalability and clean structure.




Dungeon Generation
I built the core dungeon generation system using a Simple Random Walk algorithm to create a new layout each time the game is played. Rooms and corridors are generated at runtime, with enemys placed throughout and a boss in the final room.

Walls & Tile Placements
I implemented a tile-based wall system that places walkable floor tiles in the dungeon and then places the corresponding walls around each of the rooms and corridors, improving visual clarity for the user.

Enemy Pathfinding
I implemented enemy AI that navigates the dungeon using A* pathfinding algorithm to chase and attack the player. To improve performance in larger dungeons, enemies only calculate paths when the player is within range, significantly improving performance.

Game Loop & Player Interaction
I implemented the core game loop, including player health, damage systems, hazards, and win/lose conditions. This allowed the dungeon to function as a complete playable experience, ending with a boss encounter and the option to restart with a newly generated dungeon.