Maze
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Maze Dev Log — Shutting Down The Project
Overview After spending time developing the maze project, I decided to officially stop production on it. The original goal was for this project to serve as a full run-through of the development cycle, but over time it became clear that this was not the right game to carry that process forward. The biggest issue was
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Maze Dev Log — Week 4
Overview This week focused on improving internal development tools and making the maze-building workflow more practical inside the editor. Most of the work went into expanding the room editor utility so room setup could be handled more directly and with less manual setup, while also beginning a reusable in-editor documentation system to support project organization.
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Maze Dev Log — Week 3
Overview This week focused on improving development workflows, stabilizing core systems, and expanding foundational features for the maze generation system. A custom editor utility widget was introduced to streamline room creation, significantly improving iteration speed when building modular room pieces. Alongside this, the save and load system evolved from a simple prototype into a modular
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Maze Dev log – Week 2
Overview This week focused on pushing the project forward from core systems into a more playable loop and a cleaner front-end experience. I expanded the decal painting system with color selection and improved HUD feedback, while also making major upgrades to the procedural maze flow—start/end placement, spawn handling, and better in-level generation control. Midweek, I
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Maze Dev log – Week 1
Overview This week marked the beginning of Project : Maze, with the implementation of its two core foundational systems: the procedural maze generation system and the player decal placement system. The maze system now generates modular rooms using Unreal Engine’s PCG framework, enabling the creation of structured but randomized maze layouts with a defined solvable





