A WIP Procedural Level Design project in Unreal.
Goal was to make a level for an FPS. Developers could make customized rooms and the level manager would create floors. These floors would then delegate the work of placing new rooms at open doorways until each room type was successfully placed in the level, and the entire level was created.
It uses HISM (Hierarchical Instanced Static Meshes) for all of the architectural assets (Walls, Doors, Ceilings, floors) which are catered by each of the departments. This comes with the bonus of huge performance gains when rendering, but it comes at the cost of a lack of diversity in the visuals. While I could have the level be responsible for placing all HISMs, I delegated it to the departments so we could at least have visual diversity between each department of the level (i.e. Labs would have different walls than the Engineering department, etc.)