Procedural level generation for Unity

Design the rules.
Generate the worlds.

Dungeon Builder turns a seed into a complete, playable level: crypts, sewers, office towers, cities, caves, platformers and whole islands with villages and quests. Swap the theme and the same layout becomes a new place.

18layout builders
56ready-to-open samples
107themes included
13visual editors
A generated crypt with balconies, pillars, torches and a red carpet, seen from an upper floor
Grid builder · Crypt theme · Pattern Matcher
How it works

Layout, markers, theme.

Generation is split in three clean stages, so level design and art stay independent. Change one without touching the others.

1

A builder plans the layout

Pick a builder (Grid, Snap, Grid Flow, WFC, Regions…), set a seed and its rules. It computes rooms, corridors, stairs, doors, keys and locks in memory, in milliseconds.

2

It emits markers

Every cell becomes semantic markers: Ground, Wall, Door, Stair, Corner… Inspect them live with the Marker Debugger.

3

A theme dresses it

A node graph maps each marker to prefabs, with probabilities, constraints, scatter nodes and pattern rules. One layout, any art style: stone crypt, snowy forest or candy land.

Builders

One toolkit, every kind of level.

From tight dungeon crawls to kilometre-wide open worlds. Every builder ships with playable samples you open from the Launch Pad in one click.

Portcullis locked by a key in a crypt
Grid Flow

Keys, locks & flow graphs

Author the mission as a graph (main path, branches, loops, keys and locks), then let it unfold on a grid.

Top view of a generated crypt labyrinth
Maze

Labyrinths

Backtracker mazes with rooms, dead-end treasures, a key far from the locked exit and a minimap.

A vast hall filled with smaller rooms
Regions

Halls with rooms inside

Huge halls packed with L, T and U rooms, holes to the floor below, bridges and up to four stacked floors.

Hand-designed room modules snapped together
Snap Grid Flow

Hand-made rooms, snapped

Design rooms in the Room Designer, then let a flow graph assemble them over several floors.

Irregular Voronoi cell rooms
Cell Flow

Organic Voronoi rooms

Irregular cells with a main path, branches, terraces and double stairs, dressed with any Grid theme.

Wave Function Collapse crypt halls
WFC

Wave Function Collapse

Define tiles and adjacency rules, watch the solver step by step, and keep the seeds you like.

Wet sewer corridor with pipes
Grid · Snap · Snap Flow

Classic dungeons

Rooms and corridors with heights and stairs, BSP or graph grammars, prefab modules snapped by their doors.

An island split into four biomes
Biome World

Islands in four biomes

Meadow, forest, desert and tundra up to 1 km wide, seamless multi-terrain, hamlets and cave entrances, streamed around the player.

Eroded mountains with lakes
Terrain Generator

Mountains, coasts, erosion

Ridged mountains, hydraulic erosion, beaches, rock and snow layers, forests and lakes from a single seed.

Hamlets linked by roads on a valley
Road Network · Village

Roads, rivers & hamlets

Road networks that follow the land, rivers with bridges, and villages with furnished house interiors.

Snowy forest arena with snowmen
Grid Flow

Outdoor arenas

Forest edges as walls, large grids with many loops; the winter variant comes with living snowmen.

A colourful generated city block
City

Towns & cities

Streets with markings, houses, towers and parks; desert and cartoon themes included.

Three-storey glass office building
Floor Plan

Multi-storey buildings

Floor plans split into rooms and corridors over several storeys, furnished one item per cell.

Steel and copper pipe network
Pipe

Pipe networks

Pipes routed around boilers, tanks and pillars, with elbows, valves and gauges. Combine with Grid for full plants.

Smooth voxel caverns with crystals
Voxel Caves

Smooth voxel caverns

Multi-level caves joined by ramps, glowing crystals, or endless caves streamed in at runtime.

Inside a crystal cave
Infinity Caves

Infinite cave chunks

Chunk-based caves with cellular automata, stalactites, glowing mushrooms and a campfire per chunk.

Side-view candy platformer level
Mario

Side-scrolling platformers

Ground, gaps, bonus blocks, pipes and patrolling enemies, with a platformer player and side camera.

Top-down 2D dungeon with wooden tiles
Grid 2D

Top-down 2D

Pixel-art sprites, a twin-stick player that aims with the mouse, and enemy spawners.

Visual editors

Everything editable, nothing hidden in code.

Thirteen dedicated windows cover the whole pipeline, from theme graphs to quests. Every editor shows a live preview and supports seeds and favourites.

Playable out of the box

Press Play and walk your level.

Add the Test Player and every sample becomes a small game: explore, fight, loot, talk to villagers and finish quests. Press N for a brand new level.

Villagers around a well in a hamlet

Quests, dialogue & merchants

Quest givers with branching dialogue, rewards and reputation, a quest journal, a compass and shops in every hamlet.

Desert ruins sample built for Meta Quest 3

Ready for standalone VR budgets

Three Meta Quest 3 samples tuned for draw calls and triangles, with an audit tool for your own scenes.

Warehouse with a truck and racks

Living props

Elevators, conveyors, forklifts and machines that never block a stair or a door.

Stone bridge over a river

Open-world streaming

Only what is around the player is loaded, with progress screens and runtime generation.

Inside an industrial plant

Mesh merging

Merge static geometry per material to keep draw calls low on large levels.

HUD, inventory & hotbarHealth, lives, gold, coloured keys, potions and ammo, kept across levels.
Enemies with AIPatrol, chase and attack, with vision cones, health and animations.
WeaponsCarbine, rifle and pistol with aiming, reload, crosshair and hit effects.
Doors, chests & leversLocked doors, keys, portcullises, pickups and level-to-level portals.
Save & loadGame state snapshots with F5 / F9, ready to plug into your own save system.
Co-op multiplayerOptional Netcode for GameObjects sync: every client builds the same dungeon.
Requirements

Drop it into your project.

A single Unity package, written from scratch in its own namespace. Textures, meshes and materials of the samples are generated procedurally, so it works without any extra art.

Unity
2022.3 LTS and Unity 6
Render pipelines
Built-in and URP (one-click material conversion)
Input
Legacy Input Manager or Input System, keyboard, mouse and gamepad
Optional packages
Terrain, AI Navigation, Netcode for GameObjects 2.x (Unity 6)
Languages
Editor UI, inspectors and in-game texts in English and French
Documentation
18 PDF guides and tutorials, opened from the Launch Pad
Source
Full C# source, runtime and editor, with a scripting API and build events
The Launch Pad window listing samples, themes and documentation

The Launch Pad: browse every sample with its cost (objects, triangles, build time), open it in a new scene, or make an editable copy.

From blueprint to torchlit stone in one click.

Import the package, open Dungeon Builder › Launch Pad, pick a sample and press Play.