Generating Architecture with Custom Mesh Modules

For my game, Theseus, my goal is to create a vast, nonsensical structure that blends impossible, shifting floor plans with the familiar elements of a typical 2000s family home. I'm aiming for a balance that feels both unsettling and oddly intimate—something familiar yet unpredictable.

Since this project will involve a lot of interior level design, I’ve started developing a few systems in Unreal Engine for generating levels in a fast, modular way that won’t impact runtime performance.

The next tool is a C++ wall generator class that uses a configuration string to choose between four different wall types—basic, door, window, and corner—and places them accordingly. These modular pieces and their collision meshes were modeled in Blender. I’ve also added a toggle for “Tall” versions of each wall type to accommodate rooms with higher ceilings.

Next steps include creating a drywall material that uses world space mapping for seamless texturing and implementing a system to procedurally add baseboard trim to one or both sides of the wall modules. Thanks for taking the time to check out my work!


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