Procedurally Generated Levels
For the creation of the levels I used a combination of procedural generation and manual retouching. I watched some sharing as well as instructional videos and there were many videos that mentioned Houdini, which I did a brief study of. But I didn’t have enough time to use it in UE4. I still use UE4’s blueprint function to do it all.


Initially the generated maps had a lot of bugs, such as objects being too big or overlapping, so I fixed them manually.


I also rebuilt levels that were too confusing.


After fixing and adding a few details, the levels came to life.

The placement of objects in the level also makes sense.

Sound Production
During this time, I contacted a fellow Sound Art student and worked with her on all the sound design for the game.
The sound effects sounded good and a dedicated partner was able to handle things better compared to the ready-made material in freesound.org.