Bachelor Thesis
Rapid prototyping for games was always a subject I was most interested in. Therefore, in my bachelor thesis, I investigated the use of procedurally generated content as a tool for rapid prototyping. To do that I iterated on a simple top-down action game by procedurally generating the levels and observingving testers play the game.
I concluded that this is a good tool to quickly test mechanics by creating surprising situations. Using seeds for the levels proved a good way to create reproducible situations. But a good toolbox for procedural content is needed, or the implementation of procedural content generation itself will take up too much time.
Project Specifics:
Year: 2016
Engine: Unity (C#)
Personal worktime: 4 months
Year: 2016
Engine: Unity (C#)
Personal worktime: 4 months
My Responsibilities included:
- Implementation of various methods of procedural level generation
- Developing topdown action game
- Developing AI, based on statemachine and A* pathfinding
- Implementation of various methods of procedural level generation
- Developing topdown action game
- Developing AI, based on statemachine and A* pathfinding


- First I used perlin noise to place water-areas
- Then I set the corridors
- Onto the corridors, I place rooms and check via floodfill if all are reachable
- via floodfill, i check per room where the doors should be located
- I set all walls further away as a few steps from floors as indestuctible
- Then I place a certain amount of enemies per corridor and room

Bombs where implemented to battle the problem of small corridors making the game too predictable