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Building a Procedural Generated Dungeon
As a self-study project, I set out to design and prototype a first-person roguelite that uses a procedurally generated dungeon. Think Doom meets Hades. Research To make sure I had a solid start, I researched two genres through pattern analysis: examining each genre as a whole to identify what design problems these games aim to solve and what patterns emerge across them in response. Roguelite Structure & Procedural Generation I studied ten titles: Hades, Dead Cells, Slay the S
Jarno Fleurkens
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