Archigram

A UE5 Procedural Level Design Tool

Group Project

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01.2026 - 04.2026

Project Brief

Archigram is a procedural level design toolkit developed by a 6-person team at Carnegie Mellon University’s Entertainment Technology Center. Built with Unreal Engine and Houdini, the tool allows level designers to define gameplay paths with splines, adjust difficulty curves and movement parameters, and rapidly generate customized whitebox levels for high-mobility experiences such as parkour games.

As a gameplay programmer, I worked on the parkour gameplay prototype, implementing movement mechanics including sliding, wall-running, ziplines, and bullet time. I also developed a player-performance logging system that automatically generates playtest reports to support level iteration and balancing. After multiple rounds of playtesting, the toolkit was released on Fab and delivered to an industry client for arcade level design.

Project Info

Context: Group Project

Category: Creative Plugin Tool

Tools Used: Unreal Engine, C++, Blueprint, Houdini, Perforce(Version Control)

Collaborators: Carnegie Mellon University Graduate Students

My Role: Gameplay programming(Blueprint), game mechanics programming(Blueprint), UI/UX design & development, gameplay experience design

——— Project Development ———

The development blog is archived on the Entertainment Technology Center's official student project website and could be accessed here.

——— The End ———

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